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Hall of Doors's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #9 | 2.593 | 2.857 |
Theme/Limitation | #14 | 2.463 | 2.714 |
Overall | #15 | 2.204 | 2.429 |
Graphics/Animation | #15 | 2.593 | 2.857 |
Fun/Design | #16 | 1.685 | 1.857 |
X Factor (overall enjoyment) | #17 | 1.945 | 2.143 |
Technical Implementation | #17 | 1.945 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
How does your game implement the focus, Run?
In two ways. First, the character is always running in game. Second, the level is a maze that you have to re-run with different gravity to find all the hidden items.
Team Size
Solo (1)
Will you continue work on the game after the jam?
2
What tools did your team use to construct the game?
Unity
Which art and audio did you / your team NOT create?
All - none of the art or audio was created by me.
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Comments
Neat concept, but the main the issue that plagues most of these maze like games is the lack of notable or unique areas to use as a point of reference. Since all of the walls and background are the same no matter where you are on the map, it's hard to tell what places you have or haven't been. Either changing some of the tiles in certain areas or changing the color or shape of each door to show where one will take you will make navigation a lot less tedious.
Also I'm not sure if this was intentional, but there are some areas that have an invisible barrier that pushes the player down. I believe this was meant to push the player to look for the door with a flipped gravity to be able to get past, but I have no idea if I did cause there was no visual for the invisible force.
Still nice concept to work with.
Thanks for the comments. Regarding the barrier, that is actually a function of how I had the jet pack working. I didn't want the player to be able to get items that were meant to be collected under the reverse gravity. It was meant to simulate that the jet pack's thrust could only lift so high.
As for the sameness, that was actually intentional in order to try and meet the "multiple runs" theme. Having to try and remember which door was which could force the player into re-entering an area. However, if I do expand this game idea, that is definitely a change I want to make so I appreciate the feedback.