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Petaldust's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Challenge | #2 | 4.415 | 4.415 |
Audio | #7 | 4.244 | 4.244 |
Story/Writing | #9 | 3.512 | 3.512 |
Overall | #9 | 4.122 | 4.122 |
Visuals | #10 | 4.268 | 4.268 |
Gameplay | #16 | 3.780 | 3.780 |
Concept | #18 | 4.049 | 4.049 |
Use of Theme | #20 | 3.439 | 3.439 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Just me!
External Asset Credits
https://pastebin.com/t3S0T1dm
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Comments
Excellent and sweet game! ...wait are tacos sweet? What is their taste qualified as?
I liked absolutely everything in this game. Gorgeous-looking, gameplay is fun and engaging, and somehow it's always a delight whenever a bell chimes.
I featured this game in a showcase video!
https://youtu.be/PoWrHcmGjbU?t=1413
A tightly-made platformer. I couldn't complete it due to my skills, but I can tell people who have the skills would love it.
This was a really polished game, I wasn't expecting a precision platformer that's honestly better than some I've paid money for. Also the only game in the jam I feel like I did well enough to brag about too, beating it in about 15 minutes (thanks, Hollow Knight's Path of Pain!) which I feel is reasonably fast.
The concept and gameplay on this were solid with pretty pixelart and music, and I didn't expect the funny writing either (took me a sec to connect bells and tacos...), so this was great overall.
Excellent, quite the challenge here, very tight timing but still enjoyable, I tended to skip some sections because of the attack sprite, nothing to worry about, since the rest of the stage is still quite nice.
Music is pretty an animations are smooth, quite enjoyable.
Quite the hardcore platformer, and very well put together for a solo-dev project! Took me about halfway through the experience before I understood the bell/chime motif.
The combo system was interesting in that it had consequences on the story+ending but I feel like the bell bridge undermined that aspect. But perhaps it was to make it more accessible?
I would like to criticize the slash effect not being entirely representative of your actual slash hitbox, just because most of the hurdles near the end make the assumption that the player knows of their extra 1-tile range to make the most out of their jumps.
I managed to finish the game, but I admit to slowing the game down to 60% with Cheat Engine near the end, as trying to juggle myself underneath a platform is too hardcore a skill for me to burn my fingers on mastering.
If Great Fairy Pass is the Jump King of Touhou game jam games, then this is Getting Over It with Youmu Konpaku.