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A jam submission

Lost EmotionsView game page

A platformer made for PB Game Jam 5
Submitted by KoalaS, AirKoala — 10 hours, 33 minutes before the deadline
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Lost Emotions's itch.io page

Results

CriteriaRankScore*Raw Score
Quality#192.6672.667
Concept#192.9442.944
Overall#252.6812.681
How the themes are used#272.6112.611
Entertainment#282.5002.500

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

Submitted (1 edit) (+2)

Overall the game is pretty decent. I am not a good platformer player so I know I'm not a great judge of character for stuff like this but I felt the ground friction was too low. Because you have spinning blades ON platforms, someone like me who isn't a good platformer was having a lot of trouble landing without dying because I tend to over shoot. For a game where "out of reach" is an important theme aspect putting something within reach only to die because of overshooting was a bit frustrating.

As far as "redo" I am guessing it was because you could redo every time you died? I personally would have liked a health bar and redo be implemented a different way. I did like that the Main Character is a cyborg and the enemies appear to be mechanical as well.

I also noticed Wafflz point about sometimes not getting my second jump. I'm guessing the low friction made the MC slide downward and that caused the MC to be "off the ground" and thus only get one jump? Even in reality a small ramp like that shouldn't make you slide downward. The whole level felt a little bit like we were one ice.

I noticed that if you melee attack while mid air it stops all forward movement and friction which was one way I used melee to land properly but also it was not fun if I was landing near an enemy and thought I could strike before I landed as that would usually get me killed. 

I'm not sure why the dash only played out of the left side... At first I thought it played on the side you were dashing to which honestly might have been kind of cool but when I dashed right it didn't change the sfx at all. 

Oh right! One thing I really dislike in platformers are "leaps of faith", where as a player you don't know if a jump or fall will lead to your death and it easily gets overlooked in platformers, especially as forgiving as simple "redo"ing the level is. HOWEVER your telescope/binocular idea was a pretty unique way of getting around that and It was one of the things I really enjoyed about your game.

KUDOS!

Developer(+1)

Hey it's me the code guy,

Thanks for taking your writing this. You are probably right about the sliding and jumping but as this is my first platformer and we had a time constraint, I couldn't do much experimenting.

The reason for the dash sound playing in one ear is hilarious. I made that sound myself and deleted the right channel at one point. However I didn't notice because my right earbud stopped working on that day and none of my teammates mentioned this for whatever reason. I only noticed after the jam was over and there was nothing to do lol.

Your game is one of my favorites from the jam btw

Submitted (2 edits)

Wow, I am sorry that happened. Next time get an analog headset ;)
In that case this was a very well done first attempt at a platform game!

Thank you! We weren't able to fully complete it as we also ran out of time and the team was in 3-4 different time zones but we somehow made it work! lol

Submitted(+1)

Even though its difficult , liked the game , Smooth controls but some control placement is not good

Overall Liked the game play , Parkour with all abilities are Amazing in the game 

Submitted(+4)

Your game code is very smooth and it controls nicely. It's a bit confusing though, you should start the game slower, explaining the mechanics and controls in a more linear manner before throwing the player into a huge world. Your level design makes it difficult to tell which direction to go and you feel like your'e in a big maze.

The combo system is really fun and it controls nicely, I just think it just has some pacing and explanation issues.

Submitted(+3)

The art is good, you have a simple yet theme matching tile-set and it is rather clear and easy to see what is what. The concept is also fairly well executed beyond the goal simply being 'out of reach' but the necessity to acquire abilities to make things 'in reach' is fairly well done.

The control scheme is a fairly neutral point in my opinion; im personally not a fan of the placement of the ability keys; however thats a subjective statement which doesnt really reflect in the game's quality other than id recommend finding some better placement for the ability keys somehow; if you found a way to make it work with a standard format like: WASD, Shift, Space, Mouse, and R, E, or F then it would be a 'normal' placement control scheme in my opinion which is what, as far as im aware, most people are used to. 

Bugs wise, most notably, it seemed to be 1 in 3 times I wouldnt be able to double jump and additionally it seemed that sometimes the dash ability wouldnt give me back my second jump, I couldnt figure out whether or not this was because I was jumping off of ramps, but it seemed to occur more frequently when jumping from ramps and was most noticeable when doing the jumps around the "dash to reset jumps" tutorial.

Last thing of note is that some of the saw placement early on is a little merciless given that its before you get any abilities and the player is still getting used to what seems to be a deceleration mechanic, at least thats where I had a lot of trouble in the first two minutes of play.

All around good and somewhat difficult game though.

Submitted (3 edits)

I also am not a big fan of the controls either but it's a BIT easier if you release the mouse altogether and play on keyboard.  Though attack as h and L as dash seemed far apart. I'm guessing they have other abilities for j and k?