Very original use of the focus and nice visuals! Maybe an idea could be to add more and differents uses to the healthbar (for example as a shield).
Would you mind trying and rating my game too? Thanks!
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #5 | 4.133 | 4.133 |
Overall | #24 | 3.587 | 3.587 |
Fun/Design | #25 | 3.800 | 3.800 |
Technical Implementation | #30 | 3.533 | 3.533 |
Graphics/Animation | #47 | 3.533 | 3.533 |
Music/Sound | #81 | 2.933 | 2.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Your health bar also acts as platforms
Team Size
Completeness
What tools did your team use to construct the game?
Unity, Krita, Audacity, Canva
Which art and audio did you / your team NOT create?
I didn't create any of the art, all was sourced from free licenses.
Some arts I've tweaked to fit the overall style better.
Which art & audio did you / your team create BEFORE the jam started?
None
Which diversifiers did you use, if any?
None
Very original use of the focus and nice visuals! Maybe an idea could be to add more and differents uses to the healthbar (for example as a shield).
Would you mind trying and rating my game too? Thanks!
I really loved the idea of using your health as platforms! I was surprised how well the feature was implemented without any bugs or collision issues during my time with the game! I did run into some design issues, like not having enough health bars to get all the logs if I took a hit from an enemy. Perhaps there was a way to refill your health bar that I missed? Great game!
Thank you for the feedback, I did run into the issue of people having to retry the level if they took a hit early on. It's a tough balance, because I did want unreachable areas without health bars, but maybe requiring only one or even making the minimum log amount being reachable with platforming only would be ideal.
Glad you enjoyed it!
Great game, I love the concept with the health bars as platforms. Its even possible to build yourself stairs upwards without using the ground at all for a while by switching around with the four health bars. Thats very cool and it gets pretty tense fast.
I also like that you don't have to get all the logs from every level, especially since you can only carry 2 logs at a time.
The only little problem is the picking up of the health bars. Because the camera is moving when you aren't standing completely still it gets hard to grab the bars sometimes. Would make it more fluid if it was a bit easier to grab them too.
All in all really nice game, well done!
I love this mechanic! Very creative! Definitely had fun playing it as it made for some fun and interesting challenges. My only critique is that sometimes it's hard to pick up the health bars once they've been put down, so making them a little less finicky would be an improvement. I also think it's pretty neat how you took art assets from a bunch of different places and made them all work so well together.
I suppose something like may have been done before somewhere... but I've certainly never seen anything like it. It works very well, both because it permits precise maneuvering that would not be possible any other way, and because it introduces a real tension as you watch the color of your health bar turn blue. This, of course, is thematic in an abstract way: the colder you get, the less able you are to exert yourself, climb high, jump down safely, etc.
The hazards are quite varied (spikes, pits, 2 kinds of enemy). Those birds really gave me a run for my money.
Although the graphics are brought together from different sources, they work pretty well together.
There are some missed opportunities in terms of sound design. Trudging through the snow was a bit too loud. Both picking up the wood and depositing it are key events, and should be emphasized with sound effects.
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