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Moon Thief's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #231 | 2.727 | 2.727 |
Adherence to restrictions | #233 | 3.545 | 3.545 |
Overall | #264 | 2.523 | 2.523 |
Polish | #277 | 1.909 | 1.909 |
Enjoyment | #283 | 1.909 | 1.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Short but sweet, and the visuals are really nice :)
Loved the premise and the graphics. Really nice, but very short. Still, great job!
I did not understand everything, sometimes I would jump and be somehow teleported back to the ground. It is difficult to feel the ascension movement -or falling. I think the controls could be improved some more.
I Iike the story though going after moon thieves has something poetic.
I tried your game, initially i struggled with the commands (my fault, don't worry) but then i managed to complete it. That's pretty cool, but i think you should keep working on it. Anyway, if you try my game, let me know what do you think about it!
I finished it in about 20 seconds. I mean, it's a series of jumps, and if I'm not mistaken you have even added coyote time. But it's definitely too short, even for a game jam, I think you should have at least double the amount of platforms.
Yeah it needs some work, and more importantly I think I need to improve my design skills.
I can see what you're aiming at here, and the game's aesthetic looked quite appropriate for the competition, but the controls need a lot of work, I'm afraid. It's not possible to jump through platforms, which is a reasonable choice to make, but the screen seems very glitchy and the jumps require pixel perfection or they fail; all of these combined means that I could hardly get above the third or fourth platform, which made the game not fun to play. I think that some tweaks to the controls could completely change that; how a character feels to control is really important to how the game feels to play, and with some work on that I can imagine this game could be dramatically improved.
I totally agree for a lot of that. It was good learning for me on the code side because I made it from scratch, but it really suffers as an actual game. I intend to do some post jam work on it later.
It's great that you did it -- experimenting with stuff is what jams are for! So nice work on learning :)
The character was slow and barely jumped, and the platforms had weird hitboxes that made me fall a lot. Made it unenjoyable, however the constant falling down made me want to complete it even more.
If you put these controls into a getting-over-it type game it would work pretty effectively.
I wondered about how the platforms would work myself. The weird hitbox effect is actually because I tried to add 1 frame of coyote time to make it a bit easier, but I guess the low frame rate and resolution just made it feel awkward in the end.