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Lever Craze's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #119 | 3.167 | 3.167 |
Overall | #129 | 2.870 | 2.870 |
Innovation | #131 | 2.722 | 2.722 |
Quality | #132 | 2.722 | 2.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is really cool! Felt like an old school side scrolling adventure game, where you'd have a nicely illustrated paper manual to flesh out the world and explain the mechanics. The arrow leading you to the clues is a nice touch and I liked the randomised boons. One tweak I'd suggest is maybe having a single interact key for chests, doors and switches to simplify the control scheme even more (as you only need to do 1 of those actions at a time). Great work and I could definitely see this being fleshed out more!
I "crashed" at the 3rd level, came here, and found out the win screen doesn't work. I guess I must've beaten it then.
I do think the game is a bit unforgiving, but I don't think the hitbox is at fault here. The fact that I didn't have any infinity frames after I got hit means I can lose a lot of health very quickly. I also don't know if you're supposed to lose health when you're on top of them.
The core gameplay has promise tho, and the level designs are unique enough to be memorable.
I loved the overall game idea, but it was super tough for me. Some of the hitboxes seemed a little unforgiving.
I thought the loop with receiving upgrades from chests while also searching for keys was awesome though! The arrow showing the clue was a nice touch as well.
A tutorial level would help quite a bit. I kept having to reference the description to figure out the lever + clue mechanic at first, but that’s partly on me since I hate reading.
Thanks for rating! Yeah, I didn't use hitboxes for the spikes, I used pixel-perfect collision. I wanted to make a full tutorial explaining everything, but I ran out of time (I submitted the game 1 min 13 secs before the deadline). The description isn't that long, but it looks discouragingly long due to the large number of images I've put in it which increases the space between the lines.
Oof, I crashed after finally beating the... I think 3rd level? Or were there 4 levels? Either way, it is a good game idea, I liked the chests and the hints. However, the game was very hard, especially the bow-shooters. The spike's hitboxes could've also been reduced in size. But again, I liked this game apart from it's high difficulty.
Thanks for rating! You probably crashed after the last level, for some reason the win screen unfortunately does not appear properly.
this one is unforgiving as hell, one wrong movement and youre dead.
it seems you put a lot of effort in it, it got chests, special abilities, lever combinations to open doors, different enemies like that infamous archer who will hit you no matter what.
i think you did a great job overall, tho maybe a little too difficult :)
Thank you for rating the game! Yeah, I was planning to make more levels with a less steep difficulty curve but sadly I ran out of time.
Very smooth screen transition!
What was your motivation behind the need to collects coins and a key to open a door? Getting keys is hard enough. Maybe coins could be a connus for people wanted to finish the game at 100%? (there is the sameideas in Mario Versus Donkey Kong - see the gift)
Congrats to deliver such game in this so short notice!
Thank you for rating the game! Coins are necessary for opening chests, which grant the play power-ups, hence the motivation to collect them. Also keys to open doors were meant to motivate the player to explore the map to find the key, since it was needed to open the door and get the clues. Btw, how far did you get while playing the game? Up to what level?
A bit on the hard side but its well made
(I got stuck on level 1 before I noticed that you explained the part about the switches near the bottom of the descriptions page. Then I went to stage 2 and the archer made me rage quit :D)
Thank you for rating the game! Yeah, I didn't get the time to make explainer levels to show the game mechanics so I just threw in the final levels I had designed. The archer is supposed to be the easy part since you can jump off his head... the hard bit is getting the third clue.
I'm very bad at this game and it feels like a souls-like, in the sense that it's clear that it's my execution that is the problem and I want to keep playing and GIT GUD
Thank you for rating the game! Yeah, I made the difficulty curve a bit steep lol, I am glad you are interested in the game. Btw, how far did you get in the game? Like up to what level?
An ambitious project! Really fun seeing a dungeon delver with some random power up mechanics for this jam. I definitely think this needs either a tutorial sequence, or a drip feed of the mechanics to make sense of them. Also, not all enemies can jumped on; the archer in level two will damage you if you stand too far on one side of his head. Also love the clue hunting!
Thanks for rating! All the enemies can be jumped on and they are supposed to damage the player, that is why there is a health potion just before the archer in level two. Btw, how far did you get in the game? Like up to what level?
Ahh I misinterpreted the description; I assumed that 'you can walk on heads' meaning you could do so without damage, and I was incorrectttt. Not far! Bout level 3 if memory serves.
Excellent game, I found the beginning very inventive.
The only thing I missed was some initial levels to introduce the mechanics and rhythm of the game.
And perhaps a simplification of actions when, for example, opening an item when passing by it instead of having to press a specific key. I think this would make the game more dynamic.
Thanks for rating the game and for the feedback! I was planning on making a tutorial but I ran out of time sadly. Maybe someday after the jam, I will try and expand the game to include a tutorial.
Awesome!