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Split Inchling's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme (Reflection) | #3 | 4.459 | 4.459 |
Balance (Challenge and Fairness) | #6 | 3.757 | 3.757 |
Overall | #6 | 4.081 | 4.081 |
Gameplay | #8 | 4.054 | 4.054 |
Visuals | #8 | 4.189 | 4.189 |
Concept | #11 | 4.162 | 4.162 |
Audio / Music | #11 | 3.595 | 3.595 |
Story / Writing | #22 | 2.514 | 2.514 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Utsuhoagie, regen=Q, mushgunAX, Nodegama, HALO345
Streaming Permission
Yes
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Comments
VERY cute intro.
me be like:
first levels: "nice concept but could use some desynchronization for some challenge."
first level with desynchronozation: "that's what im talking about!"
later levels: "why the heck did i open my damn mouth?"
solid challenge on some levels. lvl 12 fricking with my mind with desynchronized drop and the constant jumping to avoid collecting ur reflection too early.
Thanks for playing!
Yeah, we tried quite hard to design levels with desync to fully utilize the reflection gimmick. That level actually has 2 ways to progress: either you jump near the end to desync the 2 Shimmy's (because the top one has 2 tiles of space but the bottom one only has 1) and then continuously jump, which was my intention; alternatively, you can also use the desynced jumps to nudge one Shimmy off the other one's position, and this way you don't need to jump continuously, this is due to the blocks being fully solid and wasn't intentional, but is equally valid.
That was a fantastic entry with a great concept. The idea of controlling two characters at once often happens as a glitch in games, and from an outside perspective, it doesn't seem like you could design an entire game around it. But, your team managed to do so wonderfully. This entry was so good I only had one complaint: level eleven essentially not involving the reflection gimmick at all was kind of lame lol
Thanks a lot for the compliments! It was a great concept that mushgunAX came up with, and we're glad to have realized it!
And yeah, that level was my design, and looking back at it, it was definitely one of my lesser levels. Initially I wanted a kind of "save the clone + infiltrate the castle" kind of level, but if the clone did nothing then it's just a basic platformer level.
Fun puzzle game, though the boss at the end was kinda underwhelming. I died a few times to it before realizing "Oh touching the boss kills me and i have to needle it." Still a great game overall though.
thanks for playing! yeah the boss was relatively underdeveloped and rushed due to the time limit
I liked the basic idea behind it, although it seemed as if desyncs were the prevalent idea to mix-up the gameplay towards the last few levels, which in a sense meant playing without the main gimmick at all since you're only focusing on 1 Shinmy at a time. Still, I liked playing it, and made it to the end with a smile on my face.
love this shinmy
you can thank Nodegama for that <3