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Pixel Imperfect's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creative use of art assets | #271 | 3.143 | 3.143 |
Engagement | #404 | 2.810 | 2.810 |
Overall | #456 | 2.603 | 2.603 |
Overall polish | #611 | 1.857 | 1.857 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like being huge.
The game is 95% idea (which is genius, I would play a game like this), 5% implementation.
There's no animations, the visuals are messy, game screen isn't fitting on my screen (on chrome. Had to scale down the tab, maybe it's working on standalone). The controls were driving me crazy and I've had a hard time going through the basic obstacles or doing basic jumps. Then eventually I got stuck after drinking a potion that made me very tall and breaking the ceiling with my head. The potions placement seems kinda unintentional and aswell.
I feel like a real hater right now, but it's to help you improve on the concept that has THIS much potential. I took a look at the source code and it's all in one big 2000 line file - it must have been a mess trying to make the game polished, when the code itself needs polish.
Have I mentioned the concept is great?
Well, it's really really great.
I'm glad you liked the idea. The jump physics and soft locks are a serious issue in this version of the game and would be a focus if I decide to continue work. I'm actually kind of surprised more people haven't mentioned the viewport size issues. Managing the viewport size in WASAM is one of the rough edges on the relatively immature framework I'm using and would require work upstream to do right. I like the framework though so maybe this is a good excuse to go work on that because it's not the first time it's caused problems for me.
The mechanic here is really cool! Great concept!
Polish this up and you have a really awesome game on your hands! Nice work!
Thanks
Very intriguing idea, I got stuck on one of the transformations but then noticed that it breaks the walls, if you expanded on this idea more it'd definitely be a very interesting puzzle game idea or something similar.
Thanks. If I expand on this I'll definitely do more with the terrain destruction. It was part of the core concept but never really got used in the level in this version.
My favourite concept this jam. This is really cool
You can break stuff and change form to get in different spots
You need to polish this and use the break system more
There's massive potential imo.
Great job!
:D I'm glad you liked it. I agree that there needs to be more terrain smashing. Definitely a thing I'd do more of post-jam.
Good concept but it needs a bit more work on the execution. When I picked up the first potion I immediately thought of alice in wonderland. That's an interesting take! Here are a few things that need work:
I hope you are okay with me giving you some feedback and please remember that every game you finish is a feat in itself :)
Thanks, I'm glad you like the concept and I appreciate all the feedback. I am curious what bothered you about the camera movement. I know there are serious problems with the player's jumps and the walking motion feels really bland to me but I haven't even thought about the camera motion since I wrote it up early in development so I'm interested to hear you mention it.
I like this concept, but I struggled to understand what to do for a little while. Could definitely do with some simpler early parts to help the player along with the idea.
Good job!
Thanks. You are absolutely right that the game needs more clarity about what the player is expected to do. It would probably have helped if _I_ had more clarity about what the player was expected to do. That's a thing I'd want to work on if I expanded the game.
I really liked the main concept of the game, but it needs a bit more polish and a tutorial. Also placing that potion right at the beginning is a bit misleading. Other than this, the worldbuilding is nice and I really appreciated it, good job!
Thanks, I'm glad you liked the concept. I'm curious what you mean by the potion at the beginning being misleading? My hope was that that would establish the mechanic before anything else happened in lieu of a proper tutorial section (which I agree would be a good thing to add).
Drink me.
Cool concept! It's kinda weird the wall grip mechanic, it seems to not respond sometimes. All the best
Thanks, I'm glad you liked the concept. The wall climbing mechanic is something I almost dropped because I also found it occasionally awkward. Some people seem to really like it though so there's something interesting there but it certainly deserves more polish to make it clear and predictable.
Interesting concept. Controls could be a bit better. Map design is good but not without errors. I was trapped in some holes. Overall a nice little game. :)
Thanks. You are right about the level design. Figuring out how to make interesting soft lock proof levels using terrain destruction and unpredictable player scale turned out to be more than I could manage in 48 hours. That'll be a priority if I do work post-jam.
Atari Presents: Alice in Wonderland! :D
Yes!
Quite an interesting concept! It's weird to play, I don't know how or why I won but I like it :)
Very nice of you to even write a postmortem!
Thanks, I'm glad you found it interesting. The ending is confusing, I rushed through it and was more focused on getting a particular visual effect than in explaining to the player what was going on.
It's a really interesting idea, got stuck in different places couple of times but overall it was fun to explore the map.
It does need some more polish and play test to fix locations where player can get stuck (if that's not intentional)
Great job!
Thanks! The soft lock is definitely not intentional. It turned out to be harder to design it away in the presence of terrain destruction and only semi-predictable player scale, so I gave up in this version. If I do a post-jam version I'll work out some combination of level design and changes to the mechanics to get rid of it.
Really unique idea that was interesting to explore!
Cool idea. I softlocked myself a couple times but it was fun goofy trial and error.
Thanks. The softlocking is a real problem in this version. Fixing it would absolutely be a priority in an expanded version.
I enjoyed the concept a lot!! Would love to play the game with better jump mechanics as its really difficult to play! Keep the good work!
Thanks. The jumps are my number one feedback. It's a thing I knew could be better but it wasn't bothering me that much so I focused on other stuff, clearly should have payed more attention to that feeling.
Solid idea, the pixel perfect collisions are handled well. However, this game really needs polish. The jump physics are quite strange in this game, and not in a way that adds to the gameplay. It appears that your jump is just a linear motion upwards, a pause, and then linear motion downwards, when really you should be applying a constant acceleration due to gravity on the player to create parabolic motion.
Thanks. You are right about the jumps. It's mostly an issue at the smallest scale but that's where the player spends most of their time in this version so it's especially problematic. If I continue work on this I'd like to play with tuning the physics differently at different scale, make the player ponderous and heavy when they're large and light and floaty when they're small but the weird jumps right now definitely don't capture that.
Very interesting idea and fun to play :-)
Clever idea but plays kind of janky. Jump physics are awkward and hard to understand. I like the idea of using different potions to change your size and shape to get into different areas (also really like how the level busts apart if you get to big next to objects), but level design is too unforgiving; if you grab the wrong potion in the wrong order you get stuck. I like that the potion size/shape indicates what it will do to you. If you explore this idea more in the future I think it would be good to start with simple levels that only have a couple potions and then gradually get more complicated.
Thanks. I agree about the level making it too easy to get stuck. A more polished version would need both more careful level design to avoid that and some additional mechanism to prevent or break soft locks. The jump physics have gotten a lot of feedback so clearly that's a pretty disruptive issue. I knew it was off, mostly at the small scales, but it didn't really bother me during development. Clearly need to tune both the game and my own intuition.
Hehe, this was charming! Really cool idea to play with scale that way.
Thanks. I wish I'd had time to figure out more ways to use the scale changes in level design. Maybe post-jam.