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Round Table Flip's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 5.000 | 5.000 |
Story | #1 | 5.000 | 5.000 |
Innovation | #1 | 5.000 | 5.000 |
Design | #1 | 4.500 | 4.500 |
Relevance to the theme | #1 | 5.000 | 5.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Solid puzzle platformer all around, had a lot of fun with it.
For a jam submission, and made in QB64, this game is excellent! The look and feel of the game, the music, etc. is all perfect!
Rating:
Design: 4
The designing of the game is flawless but the only issue is the characters, as you have to keep all characters together which gets a bit hard.
Innovation: 5
The game is very good and not a clone, and the story, etc. is all new!
Story: 5
The story, as mentioned above, is very interesting and good.
Relevance to the theme: 5
The game is very utilising of antigravity to move to other places.
Overall this game is very great with the only issue of many characters. My siblings near me have been playing it since the last 30 mins!
Hi
about genre:
I have played few times the puzzle genre. It likes me enough.
about your opera:
the presence of a structured organization of the game has its good impact:
the menu at starting that lets you do different actions, the presence of different actions avaiable, an advanced use of sprites with the tecnique of more layers, the sound and music, the three characters with their personal powers, the support of different input devices, the help of actions on the top of window.
Suggestions:
1. it is possible implementing also the mouse as input device
2. it can be useful to have improve the help with some helpscreen to introduct the story of the game and to have more informations about each character of the party and/or about the final goal of the game or of the level to end.
Lots of nice touches I would expect from a more experienced QB64 programmer. I could see this right at home on the NES or my 386 back in the day. Options menu is a nice touch and I can see a lot of nice features in there such as keyboard re-mapping. I didn't play with gamepad but nonetheless found it cool to see that QB64 games can support that.
Tiles, sprites are graphics are definitely leaps and bounds better than traditional QB64 games (Gorillas, Nibbles, etc).
Background music was pleasant.
Default control mapping was good.
I also liked the forest and mountain background as it gave a better idea of the setting for the game.
Nice interpretation of the anti-gravity theme for the game jam!
Suggestions for improvement:
I'll preface this by saying that puzzle games are not my favorite genre, so I am definitely not your target audience. I didn't find the game to be very intuitive and wished there was more explanation for how/when exactly each character was supposed to use their power. From a general game design perspective, 3 characters with unique abilities is a bit much if you're trying to ease the player into the experience. I would have preferred just one character with one or two abilities than trying to juggle three of them. A tutorial of some sort would have greatly helped.
Movement. It took me about five minutes to figure out how to move properly in the game. I was expecting that holding the arrow key would keep the player moving in that direction instead of only moving one "space". I eventually figured that out, but still wasn't able to figure out any of the puzzles.
As I mentioned earlier, the menus and UI are very polished with a lot of nice settings and features . . . but that matters little if the game itself isn't intuitive. So I would suggest spending more time on the game than on the menus.
So far this is the best-looking QB64 game in this game jam and one of the better looking QB64 games in general. I have no doubt this concept could be polished further for a more enjoyable experience!
Thanks for the feedback! Yeah, I ran into some major snags with the gravity and magnetism, and wound up only having a couple hours left, once the game's mechanics finally worked, to build levels, so they were definitely rushed. Agree with you on the steep learning curve for sure.