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RocketPoweredEscape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #7 | 3.895 | 3.895 |
Overall | #14 | 3.408 | 3.408 |
Sound | #14 | 3.211 | 3.211 |
Gameplay | #15 | 3.421 | 3.421 |
Aesthetics | #30 | 3.105 | 3.105 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The gameplay definitely feels foddian and I think it's interesting that it can be played very methodical (by planning which platform to land on and shooting one rocket at a time) or frantic (by mashing the shoot button and trying to bounce off the sides and any available platforms).
I also like that you gave it a little backstory :)
I have nothing against the segmented camera screens (I used the same style in my own submission), but when the character is at the bottom edge of the screen it can make it difficult to shoot downwards because there is not a lot of space to click on below the character.
Really like the concept, but I don't like the splitting into different discrete screens and would rather have the camera be centered on the player. Also the shoot cooldown makes the gameplay feel stiff and slow, and not bouncing on collision exacerbates it. What if the cooldown was soft and applied to the force, meaning I can shoot as fast as I want but with less and less force unless I wait for the full cooldown? And at half the cooldown half the force is applied, or some other non linear proportion. Btw it's totally on theme and I like the art, good job!
Love everything about this game. The idea, the execution and the level design are top, congratulations.
If i had one critique is that, in my opinion, there should be something visible in the cursor's position, so that it is easier to follow where it is.
P.D. beat it in 48 seconds and i'm proud of myself :D
The game level design feels very good. I didn't feel frustrated falling down because the overall platform placement is great, like there's a platform only 1 or 2 screen below for safety when falling. Great control choice to let the user shoot the rocket anytime, it feels good when using the momentum to shoot to get to a safe platform when falling and satisfying when doing a mega rocket jump.
Got a sweet #8 place, 316 point record for first time run.
I feel like it's one of the most traditional foddian games in the jam, but I mean that in a good way; it's probably the one that knew the most what it wanted to be and accomplished it pretty comfortably. Pretty good game feel, clearly speedrunnable, a nice amount of polish. Very solid overall. Managed to get a good score, but im coming back for that top 1 !
I think my favourite trope with this theme of momentum is explosion based movement, and I think you really made it feel unique and your own. I love how I can use the explosion to gain height, and then fire a projectile to precisely adjust my trajectory mid air to land on a platform.
really nice execution, the level design adds to the mechanic a lot
This one was really interesting, like other people here I loved the interpretation of the theme and the feeling of soaring across the screen feels great. My one criticism is that the controls can be finicky, with the character going all across the screen I found it hard to keep up with. But that might just be me. Either way I love this, you did a really great job!
"42 years stuck in a well, 42 seconds to escape it."
The game is very fun. I found it easy to beat, although I think it qualifies as a Foddian considering the times I fell down many screens at once. It goes both ways though, since the ammo reloading as soon as the rocket hits something allows you to do mega jumps.
I beat the author score btw :)
This game was great! I liked how the short completion time made it easy to keep repeating the game and trying for better times. I ended up loving the jump king-like camera! It was a little annoying in the beginning, but it was definitely worth sticking with for a bit, because once I got used to it, it was awesome! Great job :D
Thank for checking the game out, I can see where you are coming from, I wanted to go for a faster jump king-esk feeling game, hence the camera choice. It's something I will look in the future to maybe find a better way to operate the camera so it feels more intuitive and less unfair, I appreciate your comment.
Best game of the jam I've played so far. This strikes a balance that is SO hard to hit correctly.
The movement itself is fun, not punishing. There are opportunities for last second saves. There are little exploits like double clicking on your initial takeoff for a huge jump.
and YET there is also opportunity for both minor setbacks AND devastating consequences for a bad jump.
I love this game. Thanks.
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