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Conscious Replicant Terrarium ~ Temporal Visage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Green (Green themes, style, use of Sanae/Mima, etc) | #14 | 3.286 | 3.600 |
Balance (Challenge and Fairness) | #36 | 2.921 | 3.200 |
Gameplay | #42 | 2.921 | 3.200 |
Audio / Music | #46 | 2.958 | 3.240 |
Concept | #49 | 3.286 | 3.600 |
Overall | #52 | 2.994 | 3.280 |
Use of Theme (Retroactive, Retrospective, Retro) | #53 | 3.250 | 3.560 |
Story / Writing | #55 | 1.935 | 2.120 |
Visuals | #62 | 2.848 | 3.120 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Stian Lilleng, Silje (Yami), Edvard Halmrast Lentz, Åsmund H. Tveten, Espen Hanto
Streaming Permission
Yes
Touhoufest Showcase Permission
Yes
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Comments
Neat game. The movement controls and animations are pretty smooth for the most part. Except for the spin move. That move had me taking a few minutes just to execute and i end up having to mash the down and jump keys to be able to use it. Hopefully you make it simpler to use. Some sound effects would also be nice since there is no audio other than the background music. The bullets could also be recoloured because they blend in too much with the outdoor background.
I was worried that the melee attack was going to be useless but it turns out that it deals way more damage than bullets. It also lasts deceptively longer than you'd think, so it gets a pass👍
Like Worm said earlier, the game does feel like a tutorial. However, for demo purposes, the proof-of-concept and execution is excellent, the abilities all had their chance to be used.
Pretty enjoyable for what was there. I really dug the slide jump. I think the melee attack could be tuned a bit to feel more satisfying. Music is also very good. I loved the combo of her windows and PC-98 themes.
In its current state, the game feels like a tutorial, teaching you to use the abilities you acquire, but running out of time before challenging you to use them correctly.
The movement in its current state is solid but it might lack diversity to make engaging platforming: things such as a double jump, a wall jump, interactive elements in the world or other such things (not necessarily all of them).
The fighting abilities in their current state are probably too slow and unwieldy for the faster enemies near the end and with how simple the the enemies are, the fighting isn't particularly interesting. As a result, if you had had time to extend the game a bit without having time to add more complicated enemies or to change how fighting works, you would have been better off just removing combat abilities and having the enemies just be moving obstacles.
I really like the movement mechanics! Had fun figuring out how to navigate some sections, accidentally stumbled upon combos a couple times