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Green Top's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #100 | 4.000 | 4.000 |
Cleverness | #423 | 3.000 | 3.000 |
Artistic Style | #469 | 3.000 | 3.000 |
Theme | #1153 | 1.000 | 1.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- GDD: Seems good. Enjoyed included images of game, fonts and the custom cursor. But I dont see an summary of the theme "it's spreading" here? I had also hoped to see more of the accessibilities and the beyond of the game. For example how would the cursor works for gamepad? Glad to see an updated development timeline. Game: Good splashscreens. Text is barely readable. It looks like pixel font with terrible anti-aliasing. Nice to see an setting menu that has audio control, language control and sliders. I can totally see rebinding / gamepad support in here in next update! Animated clouds in the main menu is good! There is a softlock in the intro where you cannot run on the wall because I burned the grass that was required to continue... And after I restarted and NOT burned the grass, I got hit by another softlock because there were an drop that felt like coyote time was missing. I also dont get the feeling of the theme.
Did you include your Game Design Document in your downloadable files?
Yes
Tell us about your game!
Green Top is a fun little puzzle-platformer where you play as a robot who just woke up after being infected by copper-eating grass. Your tracks stick to grassy walls and ceilings so use your water gun to reach higher spots! You can also get rid of the pesky grass infestation with your flamethrower...
A/D - Movement
W/Space - Jump
LClick - Shoot Water
RClick - Shoot Fire
R - Respawn at last checkpoint (in case you get stuck)
P - Reset level (in case of messing up real bad)
Did you remember to include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Extra Notes
it has been fun
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Comments
Like the graphics and game mechanics. However it took a while for me to understand that I could 'climb' on walls if there was grass. Not sure if it was by accident or that I saw your gifs that made me realise. So some kind of guide or tutorial would have been helpful since with fire you soft-lock yourself all the time.
That is also something that annoys me, that it's super easy to get soft lock if you use fire, especially since you need use fire to boost yourself and if you fail and get back to checkpoint there is no way to undo the burning blocks other than restarting the game. But I think that is more or less what you are looking for? One of those frustrating game that you need to make everything perfect otherwise you need to replay.
To be fair, once you knew how to get past the obstacle it would go easy the next time.
Unfortunately I did not had the patient to finish the game, but a good game nonetheless. I am missing some kind of music however.
All the good luck to you guys!
Many thanks for the review! :D
We did realise after a week of playtesting that some people didn't know they could climb the grass and we're remaking the whole interior at the beginning to show more clearly the game's mechanics. We were hoping everyone would simply experiment and find out but for a mechanic this essential to the game's identity, we should do whatever we can to make any player get it before they get frustrated.
Yeah... softlocking is still an issue in the current version of the game and considering we're planning to make this a metroidvania and not a level-based game, we've come up with 7+ ways of preventing or recovering from a potential softlock. I won't spoil anything for now ;). We're trying to balance out the impact of the player's actions without it becoming too frustrating. We could've simply made it so burnt grass turns back into copper or to have a button to reset or rewind but that made the puzzle aspect of the game uninteresting and not rewarding at all. This is proving to be the hardest part to design for the full release. We weren't expecting people to consider this a rage platformer but I'll just say that you're not the first one to compare it to one.
Thank you for the kind words! I totally understand that you didn't finish the game, no worries, it's still very rough around the edges. I'm working on it almost daily since the Jam and I can say with confidence that day by day it's getting closer to something more people could enjoy and be eager to beat! Best of luck to you to!! :D
Won me in the art already! It's so cuuuuute. ๐ป๐
From the background, to the tilesets, to the cute robot, the pixel art is very polished and contributes to the atmosphere of a desolate land.
The gameplay is pretty nice and it shows up in different scenarios in the different levels. Changing the level as you go is always a cool mechanic :3
My only complaint is that it's quite easy to softlock yourself ;w; and I felt that some sound effects for fire, water, jumping, strolling would add some extra juice ๐
You two did a great job!~ Keep it up ^w^ ๐
OMG thank you for playing and for the awesome review :D!!!
Yeah, the softlocking is kinda annoying at times. In some sections we added jumps that were still possible with the flamethrower even if you burned all the grass but some jumps simply can't be saved... We're still thinking about how we could maintain the game's mechanics without hindering the player too much for bad decisions (maybe separate the game by screens and be able to reset individual screens? Maybe rewinding time? We'll see once we have something solid and fun). In terms of music and sfx, tho, we're already on track and adding stuff ^^.
We'll probably release a more fleshed out version of Green Top once the jam ends so I can assure you that the journey is not over yet! ๐
I can't wait! Will be on the lookout for the next version :3