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Bon voyage office lady's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #40 | 3.273 | 3.273 |
Sound | #66 | 2.455 | 2.455 |
Overall | #71 | 2.659 | 2.659 |
Aesthetics | #77 | 2.727 | 2.727 |
Gameplay | #83 | 2.182 | 2.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I loved the theme, especially since I’m a big fan of infinite runners. I found the sprites a bit blurry, but otherwise, it was very well done. Congratulations on your work.
it was a fun experience , I like how the blood splatters made me doubt if that was a trap or a decoration
good experience
pretty good! i found the snakes the hardest to deal with overall, they blend in better with the ground and their movement made it sometimes very hard to know where they actually were. Still managed to break over 3000 so im happy!
My best score: 2045
Gameplay: 3
Its a pretty basic concept, had some problems regarding the graphics that made playing it harder:p
Theme: 5
Giant flesh monster chasing you, it fits!
Aesthetics: 2
Id say that if you capture a screenshot of the game you would say that its good, but theres just something about looking at this game moving that just makes my eyes hurt so much and i cant make out anything thats happening, i thinks its the blurry pixels shaking or something... The graphics are good but at the same make my eyes bleed and i cant put my finger on why...
Sound: 3
music and a funny screaming sound effect, not bad not good.
Overall its a good submission, keep up the good work! Hope you had fun making it:)
I love those button designs! The sound and background movement create a legit feel of motion
Thanks for playing!
Love that you guys went for a horror themed runner! Really cool art style and overall, an original idea. My only critique is that it feels maybe a touch too fast for me (or maybe it's a skill issue haha).
Thank you! I don't know why, but web version is faster than windows version, so I recommend trying it.
It might have to do with the Update method in Unity (which is framerate dependent). You may need to multiply your speed variable by Time.deltaTime (which is a pre-existing type in Unity) in order to make it framerate independent and run consistently across platforms and machines. Or if you're using Rigidbody for the movement, you can put your movement method in the the Unity FixedUpdate method which will also have the same result. Or maybe I'm just preaching to the choir here and you've already tried all that.
Thank you very much! Your advice was very helpful.