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Depersonalization's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #2 | 3.879 | 3.879 |
Visuals | #3 | 4.333 | 4.333 |
Overall | #5 | 4.030 | 4.030 |
Gameplay | #9 | 3.818 | 3.818 |
Theme | #23 | 3.455 | 3.455 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I'd suggest specifying that you can double-jump. I didn't realize you could and so I spent a bunch of time figuring out how to complete levels while hitting spikes fewer than three times.
Yeah, I only realized that I forgot that after the rating period started, which really sucks. I will make sure to fix that in a post-jam update, though.
Thanks for the feedback!
or just make a simple level where you have to double jump to pass
Absolutely loved the visuals! The shaders (I assume you used shaders) and postprocessing effects you used to achieve the digital look and the like warped faded look (when you shift to a ghost) were excellent! and the sprites + pixel art was minimalistic and very effective!
I agree with what's been said about wanting more use out of the ghost mode because its a wonderful effect and a really interesting addition to the platforming gameplay- it would be really cool to see it explored more!
Otherwise, I didn't really run into any bugs besides the frustrating hitbox of spikes on the top edge of walls. This game is very well polished and finished and it's definitely something to be very proud of especially for a short gamejam entry!
Yeah, I used shaders. I only started learning and experimenting with them about a week prior to the jam, so I was a bit worried that I might have overdone it, but it seems that everyone likes it, so that's a relief. Also, I really tried to submit a polished game and I feel I succeeded there.
Thanks for the feedback!
i really like it ! keep it up =)
Thanks :D
This is a really great game. Again just those minor things, although enough people talked about those. I really love the visuals though, they stand out and are so unique that I have to mention them.
Thanks for the feedback!
Awesome game! I agree with most points from the other people, so I won't repeat them. I really like how the ghost form can be used to scout ahead to ensure the deep hole I am jumping into is not filled with spikes. A tiny nitpick is that I found the text in the tutorial level exhausting to lock at (distorted, blurred and moving) but other than that the game looks great. Well done!
Ah, I didn't notice the text being hard to read, but I'll definitely fix that in a post-jam update.
Thanks for the feedback!
Awesome game! I agree with most points from the other people, so I won't repeat them. I really like how the ghost form can be used to scout ahead to ensure the deep hole I am jumping into is not filled with spikes. A tiny nitpick is that I found the text in the tutorial level exhausting to lock at (distorted, blurred and moving) but other than that the game looks great. Well done!
SO polished, aesthetically. Really great job on presentation. I guess my minor little points of feedback would be that the ghost mode is, as I think you know, maybe not utilised to its fullest potential and also, there's a bit of a hitbox thing where standing on the edge of a 'safe' floor, when the adjoining wall has a spike on it, will actually get you hit by the spike.
Not much of an issue for a gamejam entry but if you're looking to move it forward, I'd maybe address that. Should be as simple as just moving the wall spikes down a few pixels or considering the hitbox's bounding box in relation to the player sprite.
That's so minor, though. Otherwise, really brilliant.
Wow! I really didn't expect you to play my game! I made a point of trying to make my game look and sound good. During the development period of the jam I couldn't really think of a way to make ghost mode more fun, but I've gotten some ideas I will implement after the rating period. I have noticed the issue with spikes' hitboxes, but as you said, it'd not much of an issue for a gamejam entry. I will fix it afterwards, though.
Really, thank you for the feedback!
The visuals are cool ! Just adjusting pike place and it's a perfect plateformer.
I really tried to make my visuals stand out and it seems it did work. Also, you're right, spike placement could use some work. I will definitely change that after the rating period is over.
Thanks for the feedback!
Good game, good graphics, good gameplay, good music !
Thanks for the feedback!
Looks great! sounds great! plays great! i love the idea that you can't avoid all damage and you need to decide when its ok to take some! Great work!
The visuals were a big priority when making the game. I wanted something polished. Along with the music composed by Adam, I think we accomplished that.
Thanks for the feedback!
Making music for this was really fun, and I'm glad everyone enjoyed it! :D
I'm really happy to have had you to compose the music for this game. Thank you :D
I love the visuals! simple but very expressive! good attention to details! also the music shift on the ghost mode was awesome!
I love the visuals! simple but very expressive! good attention to details! also the music shift on the ghost mode was awesome!
I wish ghost mode can do more!
i think ghost mode could be used to help long jumps or something, or secret walls, i bet you will come with plenty of great ideas for it
I spent a lot of time on the visuals. The music shift was actually Adam, the composer's idea. Also, I wish I did more with ghost mode, so I will update the game after the voting period by giving ghost mode a revamp.
Thanks for the feedback!
Dude the Music and Visuals are amazing! I loved the ghost mode music shift. The jumping is smooth but challenging too.
I'm really proud of how the game looks, the amazing music was composed by Adam. The music shift was actually Adam's idea, which I thought was brilliant. Also, I did spend some time refining the jump.
Thanks for the feedback!
The music distortion in the ghost mode is awesome! Nice job!!!
That wasn't actually my idea. It was Adam, the composer's, idea.
Thanks for the feedback!
The visuals and the music are great!! I would have added some sound effects when hitting something or picking up keys.
I really proud of how the game looks, but I kind of forgot about sound effects. I usually do.
Thanks for the feedback!
Great concept! I liked how the music distorted when you shifted into ghost mode. I just wish there was more we could do with the ghost once we shift modes. Well done!
I didn't give ghost mode much thought, but I realize now that was a mistake. I plan to update the game after the jam by giving ghost mode a revamp.
Thanks for the feedback!
It's fun but the ghost parts could've been better. The "ghost key" is also very hard to see.
The ghost mechanic was added pretty early on, but I never really put much thought into how to make it fun and interesting. Also, I was worried that the ghost might be hard to see.
Thanks for the feedback!
I loved it all but I feel like the ghost parts were half baked, you just floated over to a key then returned. Other than that I loved it.
Yeah, the ghost parts were definitely lacking. I couldn't really think of a way to make it interesting.
Thanks for the feedback!
Maybe if you re do this sometime, a different layout and the ghost having his own hazards would be fun.
I plan to update the game after jam, so the ghost mechanic will definitely be getting a revamp
Very nice little game. It feels very complete which fits the name of the jam. I really like the music and it loops well. The art is simplistic but fitting and the ghost effect is fun, if a little understated. The concept of the ghost power itself is a little underused though. I think it needs more limitations, like a time limit or similar. Basically, there needs to be some reason to use the ghost power at a certain time. As it stands, one could use it at the beginning and then platform or platform first and use it at the end. There is also a typo in the outro text. "succesful" I believe it says. Great job!
Thanks for the feedback!
I agree, there is some lost potential in the ghost power. I tried to think of a way to make it more fun and interesting to play as the ghost, but nothing really came to mind.
I think it would be cool if the ghost couldn't wander so far from the body, so you had to plan when to ghost up in order to reach the thing. Platforming wise you could plan levels where the player has to ghost in midair and the body pauses while you collect the thing. Could be cool. Either way fantastic job.