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MicroMan X: Escape the Factory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #6 | 3.074 | 3.286 |
Overall | #11 | 3.100 | 3.314 |
Visuals | #12 | 3.074 | 3.286 |
Gameplay | #15 | 3.074 | 3.286 |
How much do you enjoy the game overall? | #16 | 2.806 | 3.000 |
How well does the game fit the theme | #17 | 3.474 | 3.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
wooowoowowo So fun fun really enjoyed your project
Supre funny and chilly to play
Great Mechanism
Hope .we see a complete game
please check my submission also
Thanks for playing out game! I'm really glad you liked it.
Unfortunately I will not be working on this game. The spaghetti code in this one would be a nightmare to try and work through XD. But I will be around for more Trijams to come!!
The game started off way to strong. I an tell that this game draws inspiration from Mega Man, but the levels in those games always have a slow ramp up in difficulty, and they will never throw multiple mechanics at once at the player without teaching them in isolation first. I recommend polishing up the movement some (the player should either accelerate a tiny bit before reaching top speed or slowing the player down some.) Zooming in the camera a bit, and working on level design.
Also, I couldn't reach the second screen because the lazer insta-killed me every time.
You're asking a lot for a 3 hour development =P
But you're totally right.
I never played megaman all that much, and my homie who did the art/music chose the concept. Movement acceleration is easy to do... But again, time haha.
I would have loved to have a scenario that taught the player the environment/enemies, but this was a lot to implement. Had to scrap the planned enemy mechanics and do what was simple.
There's no health bar, so everything is 1-hit-kill by design. The checkpoints somewhat make up for it, but I could have added more.
Thanks for playing and I appreciate the feedback!
Good concept like the game. Feel that its a bit to intense form the start making it difficult for the player to understand the controls at first. Would be cool with more player feedback of partial effects when the player interacts with an obstacle like the red floor and beam.
Thanks!
Some polish would have definitely helped. If we do a platformer for another Trijam then I'm gonna scale down the mechanics and put more time into a esthetic.