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Crypto Crime Fighter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #1 | 3.750 | 3.750 |
Fun | #12 | 2.750 | 2.750 |
Overall | #14 | 2.750 | 2.750 |
Originality | #14 | 3.000 | 3.000 |
Graphics/Sound | #16 | 2.250 | 2.250 |
Polish | #17 | 2.000 | 2.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Liked the story for this one lol, very enjoyable. Unfortunately the game itself was kind of problematic. The mechanics themselves were fine, if a little basic. Unfortunately the fixed game resolution made it hard for me to run on my laptop screen and I had to modify the resolution in the source code and play the game on an external monitor to be able to actually finish the game. I also got some slowdown in the later levels. I'd recommend programming some kind of camera system into your future games to allow for a variety of resolutions, and to cut down on draw overhead. Still thought, nice attempt!
- There wasn't a tile scrolling system (or that the game resolution was too big), so I can't play the game properly (I can't navigate out of the spawn). Perhaps add too WASD controls, as moving around with my left finger controlling the pretty wide width from the space bar to the arrow keys... plus with my right hand controlling the mouse, it's a bit tricky. Anyway, thanks for the submission.
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Comments
Intro was nice, and the game looked ok as a top down tile map style of game. Player movement was a bit clunky though. If you can incorporate accelerate/decelerate, that would be good. Also, screen resolution seemed to be a problem. I initially played on a 1366x768 and that didnt show the whole screen, then i tried on 1920x1080 but i still couldn't see the bottom wall (probably due to my taskbar.) After running into walls, the player couldnt move/turn. I think thats cos the player is bigger than the tiles?
Thanks for the feedback! Yea, I accidentally missed the line of code to lock the frame rate at some point when I was doing a refactor to get those menus/story screens implemented, so the movement is definitely messed up as a result of that. I also realized that the resolution I decided to go with was not ideal a bit too late to do anything about it. I was developing on an ultrawide, and I didn't even think about other resolutions - definitely something I'll be keeping in mind in the future. The player collision detection with the walls is something I was having trouble getting working just right, but I got some feedback post-jam that will likely make it better in the future.
Your game has potential!
Love the introduction, you made something that could had been a whole " text based gam " lol.
It was a bit hard to play though, because of the lack of " delay ", the character is moving like a rocket haha. And my resolution is not really adapted to your game but no problem it's hard to create an adaptive game. :D
Thanks so much for the feedback! I somehow managed to miss moving over my frame rate locking code when I was doing a refactor part the way through the jam, so the movement was definitely way too fast.