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Live on the edge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #327 | 1.897 | 3.000 |
Fun/Design | #356 | 1.581 | 2.500 |
Music/Sound | #359 | 1.265 | 2.000 |
Technical Implementation | #362 | 1.423 | 2.250 |
Overall | #375 | 1.455 | 2.300 |
Graphics/Animation | #398 | 1.107 | 1.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
You go against a "professional climber" AI as the boss. I interpreted the theme as living on the edge.
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
Unity, C#
Which diversifiers did you use, if any?
Quick Run
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Comments
Good things: I liked your use of the theme. The way you drag the mouse to accelerate took a little getting used to, but I find that awkward controls fit climbing games quite well, so I kinda liked it lol.
Things to look out for: I would be careful about your use of color and contrast in menus or sections with text, it was too jarring for me to read the explanation at the beginning. The selection of the path thing is great, but theres no blockades to show up and let you know where you cant go.
Thank you for the feedback. I was thinking of using one of the rock sprites to block the non-selected path but it didn't fit well so I just went with the invisible wall route. I'll have to mess around and make a good sprite that would fit there. I'll look into better color schemes for the menu and text thanks for pointing that out.
Hello! I think it'd be great if there was a risk/reward system with choosing a certain path. It felt as though choosing a dangerous path didn't have a reward for going that way.
Thank you for the feedback. I just assumed the more flags would be enough incentive to take the more dangerous path. Maybe I'll mess around with a flag mixed in that gives more points or extra life if you do it without hitting the edge.