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Criteria | Rank | Score* | Raw Score |
Originality | #35 | 4.025 | 4.500 |
Adherence To Theme | #39 | 4.249 | 4.750 |
Game Design | #91 | 3.354 | 3.750 |
Style | #148 | 3.130 | 3.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Pretty impressive given it seems to be made with a custom engine. I like the core mechanics and the art style and atmosphere of the game are pretty nice. My only gripes are 1. It took me a while to figure out the controls and the goal, maybe you could work on how mechanics are taught to the player, and 2. The first cave screen is kinda unbeatable, or the solution is a bit obscure. Otherwise, pretty decent game, I wish I could've played more of it.
I totally agree with point 2. The thing is, I was going to add more mechanics but I didn't have time to, and in a rushed level design decision I had to put exploits as solutions to puzzles. For that first cave level in particular, while you can't jump with your backpack on, you can still fly through the air after jumping, the key was to jump, and while in the air grab your backpack and get to the next platform. This mechanic was not explained at all and I honestly wish that I hadn't put that level in there, especially considering that the level after that is reputably easier, and the level after that uses the same mechanic but in an easier scenario. If I were to do it again, I would take that level out completely and replace it. The thing with it is that, because of how the timing is, even though I know the solution it was hard for me to do. I honestly regretted that level the second I put it in there.
no pressure man. That idea of making an exploit a solution is pretty interesting, and I think you should hold on to that. Anyways, I might go and play the rest of the game with that solution.
Writing a game from scratch without an engine is fun, right? 👌 Really a awesome game, given that this was made with SFML within 48 hrs. Pure respect !!!