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LabRun 64's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well did game visuals follow the N64 style | #7 | 4.000 | 4.000 |
Cohesiveness of game elements | #8 | 3.500 | 3.500 |
Overall uniqueness of the game concept | #8 | 3.500 | 3.500 |
Overall | #9 | 3.286 | 3.286 |
Unexpected or surprising elements in the game | #10 | 3.000 | 3.000 |
How well did the game follow the theme/constraint | #11 | 3.357 | 3.357 |
Quality and fit of sounds and sound effects to the game | #17 | 2.357 | 2.357 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I think I was too dumb to figure out how to play your game. I got past the first door key, but after that I found two other keys after going down a hole, but I couldn't figure out what to do after that. I really enjoyed the throw back to the Goldeneye asthetic however. That was fantastic. Really nice job.
If you check the game's description, the purple one is a jump pad - it allows you to double-jump! (I've also actually never played or seen Goldeneye, so any resemblance is coincidental)
This game was fun. The one thing I would say, is it gives more of a MS-DOS vibe than N64 vibe. Felt like more of a Duke Nukem style type. Overall, well done!
Love the overall aesthetic (reminds me of the lab level in Goldeneye), and enjoyed figuring out the card mechanics. I wish there were a settings option to modify how fast you turn with the mouse, and the jumping felt a little clunky. Cool idea, would be pretty sweet fleshed out with a level editor, more powerups, and online leaderboards or something!
I enjoyed discovering how the cards worked. Even more impressive was the how you explained the mechanics without any text/tutorial/etc. Good work!
Cool game! I wish I could dedicate more time to learning the map and optimizing my route. It’s clear a lot of thought was put into the level design.
I took away one star for “cohesiveness of game elements” because I had a hard time with the jumps. Platforming in first person is difficult without some of the more fancy mechanics found in other speedrunning FPSs, such as ledge grabs.
I appreciate you playing the game and leaving feedback! I hope the platform mechanics weren't too difficult to work with.
I got lost towards the later part of the game. I enjoy that you didn't cap the player speed so you really could go as fast as you wanted. Overall a fun experience and I was suprised how big the map was. Great job!
I appreciate it! I wanted the map to be fairly expansive and I realize that could get confusing. Maybe I should make a walkthrough at some point? The game is actually fairly linear.
For some reason shooting the target didn't seem to work for me,
The map is a little confusing, but it's a nice concept
The thing is I designed the map to be semi-expansive to increase potential for speedrunning routes. As for the target not working, I don't know why that would happen, as it never came up in testing. The hit box is fairly big and a SendMessage command is simply given to run a function on the target.
The game needs some sound effects and music, and the map is a bit confusing.
But overall, it's an interesting concept.