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Plastic Phantom Thief Ivory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #4 | 4.273 | 4.273 |
Special Object Implementation | #5 | 4.182 | 4.182 |
Overall | #6 | 3.621 | 3.621 |
Audio | #6 | 3.545 | 3.545 |
Fun Factor | #12 | 3.273 | 3.273 |
Gameplay | #15 | 3.091 | 3.091 |
Theme Implementation | #21 | 3.364 | 3.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
You are controlling a phantom thief wind-up toy to steal gems and escape from the place.
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Comments
Incredible graphics and animations, really great ! But I don't if I misunderstood something : I achieved the tutorial, but in the levels the arrow isn't moving and I can't know where am I planning to go :/ .
Great job anyway !
Thanks! In the real levels you are supposed to rely on rhythm and memory to form the path before executing the plan.
Ohhhh ok that makes sense, but it wasn't that clear in the tutorial. Maybe would ve great to add a part in the tuto where you have to try without the visual. I'll give it another try!
Will definitely do that. Thanks for the suggestion!
The graphics are extremely well made but the controls in my opinion are done very unintuitively with almost no clues on how will your path look until you activate it - has quite a learning curve to it. Also quite load-heavy. But still, this entry stands out a lot, nice job!
Thanks! Yea, I agree, any mis-timing at the beginning will ruin the entire run. I have been trying to find a way to implement it so that it is still a memory game with rhythm accuracy requirement, but the best I could do so far with it was to keep each level really short.
If you have any suggestions as well I'd be happy to hear them, thank you!
Hmm
If I had to solve problem like this - maybe I would try to highlight cells, or path as you wind up, but make every next cell more transparent so that player gets the idea of the controls and timings in the beginning of each level, but then it's up to him to memorise? And you could slowly make the path decay stronger with each level
And about the length.. Maybe there isn't much to do as the bottleneck is the player's memory and I feel like it would begin to become really hardcore for a lot of players.
Although you could just make "easy mode" highlighting all the path, requiring the player to still keep in rhytm
This make sense! Thank you so much!
sure, you're welcome :)
I'm amazed, this is outstanding form the visuals to the core concept and gameplay.
It only needs some minor polish, more levels and i can image this being on steam!
Outstanding work!
Awh thank you! Its a great honor hearing that from you!
I had the same idea at first but couldn't find a way to implement it :0
You did great with yours! But it would be ideal if the checkerboard highlighted the places where the phantom would go while winding up
Thanks for the suggestion! Will take into consideration!
First game im reviewing, really fun, i think i misunderstood the controls, can't complete level 2 😅
Will return if i remember!
Thanks for trying!
Yea the controls is confusing, I'll upload a version with a tutorial level soon, please check back again in about an hour if you are still interested!
alright 👍
My favourite one so far, the gameplay is so fun, and the wind up sound make me dance each time B)
Great work !
Awh thanks! XD
Not sure what im doing as I can't wind up the doll with any button. Cool concept though
Hm, did you wind-up the doll before the the doll was thrown onto the board? If not, try holding space when the doll is still on the camera.
I'll work on a tutorial level to clarify controls confusion, thanks for the feedback!
Ohhhhhhh haha yeah I threw her out and sat there waiting for something to happen
Super cute art and funny sounds, my smol brain just doesn't get the controls. Great job!
Other players are feeling the same about the controls, its definitely due to the unintuitive controls from the game. Thanks for playing!
Amazing visuals! Art direction for such a small time is rare. Yet the controls are unintuitive
Thanks! Agreed, there's much to be improved upon on the controls and clarity side
This was a neat game where the music beats represent spaces. I found it tough to figure out how long I really need to hold the winding key and when to turn, because the starting position didn't appear to match the red arrow. The character looks like it jumps into the scene partway in. Overall fun game and definitely something that more levels and obstacles would be great.
Thanks for playing! Yea, definitely on the confusing side, and more visual feedback and tutorials may lessen the confusion.
Character does starts from the red arrow, and any 4th beat will move your character by 1 square from the arrow, unless there is a bug where it didn't, I might need to look into it if so.
Edit: Yep, there was a bug. Turns out I was testing with different FPS to test delta value and didn't switch back and test the original value, so the character was faster than she should've been
I really like the Idea! A little bit of a visualization of the inputs would be really nice tho.
But fun game!
Thanks! Agreed, its quite lacking on the instructions and input feedback side