Really nice presentation and overall aesthetic, with a great starting intro. Though the pacing overall is on the nice side the enemies can feel a bit uneven.
-Favorite part is the tangible progress felt by gaining each orb that lets you reach new areas/orbs to continue forward, alongside beam/weapon upgrades. Pulling yourself back to base doubling as a way to recover health likely lost from that journey was also real nice.
-I'd have liked the enemy 'spawn rate' to be more consistent, like based on orbs collected so far, etc. They felt a bit random and separate to your progression.
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Rewinder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #1 | 4.662 | 4.662 |
Technical Implementation | #2 | 4.394 | 4.394 |
Overall | #3 | 4.346 | 4.346 |
Theme/Limitation | #5 | 4.423 | 4.423 |
Fun/Design | #9 | 4.324 | 4.324 |
Music/Sound | #21 | 3.930 | 3.930 |
Ranked from 71 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game utilize the limitation and theme?
My game is requires you to gather ore and backtrack to enhance your equipment and further explore your surroundings.
What was your team size?
You worked alone
Which of the following content in your game is NOT 100% newly made for the jam?
Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)
If your game includes any of the optional challenges, select them below:
Feature secret items rooms or features in the game
If you did any of the optional challenges, explain how they were used:
I made one final ending which is unlocked by collecting ALL the nodes, one of those nodes is hidden.
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