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Potato Knight: Loading Process's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #17 | 3.074 | 3.286 |
How much do you enjoy the game overall? | #17 | 3.074 | 3.286 |
Audio | #18 | 2.673 | 2.857 |
Overall | #19 | 3.074 | 3.286 |
How well does the game fit the themes? | #22 | 3.474 | 3.714 |
Visuals | #22 | 3.074 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2 hours 59 min
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Comments
I really love the visuals of this game. Its very cool when I load a new area when I collect the stuff. One problem I have is that it's a little hard (for me at least) to stay on the little platforms to get some assets and scripts and it gets a little frustrating after you've tried it many times. But overall I love this game and the animation. It is a very fun game.
I did it but the line of the character at in end was off screen ! What did he say ?
It says "Sorry but... ...The person you are looking for is in another castle."
Hahaha it's fun. Although I couldn't complete it because it asked me for a skill I don't have, it's a shame.
What? Is it a sequel to a game you made in the previous jam? Man, that's cool xD
The game is difficult. I managed to get through the first part without much trouble (Because I found out that if you hold down the jump key, jumping on the yellow buttons becomes easier) but when it came to the wall jump part I couldn't anymore.
The sound is somewhat annoying and the graphics lack cohesion (the knight is adorable though)
In general, it's a good game. Although I highly recommend you learn about "game design" or tips to make platforming feel good.
Sorry, one more thing.
If your game only uses the keyboard, then the initial menu should also use the keyboard and not the mouse.
It's just a tip for your next games.
Ah well, much too punishing for my taste, those circles gave me some taste of an appearant Celeste-related PTSD. Ha. Have to admit that I eventually gave up on the longer circle sequence (time left was just to scarce every try). Would be nice to add a short in-game hint about the wall jump , too – like in case of that jump circle.
The knight suddenly stopping in the middle of the larger platform felt like a bug, until I realized(?) that he paused for a moment to point out the countdown. It still somehow wrong, though. I’m afraid, all in all the communication towards the player of that loading-progress element is a bit too cluttered and thus confusing. Sound volumes deserve an adjustment… the big offender, of course, is the explosion sound… that doesn’t really vibe with the linked action anyway.
I liked the idea of having the assets only appear when the corresponding icon was collected – but it is also easy to miss, because the first two items are pretty hard to avoid (btw, is there also an effect when not collecting the script fragments?). But there are surely cool ways to make this mechanic into a more meaningful gameplay element.
Really effective use of the theme, and a good fun platformer. There were some tricky passages towards the end which felt great to beat.
As you've mentioned in the description the wall jump is a little counter intuitive, but once I got the hang of it I found it worked pretty well.
The knight sprite is very cute, and the ending made me laugh :)