Play game
Carlo's Trip in the Underworld's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #19 | 3.815 | 3.815 |
Overall | #71 | 3.163 | 3.163 |
Fun/Design | #72 | 3.259 | 3.259 |
Technical Implementation | #73 | 3.000 | 3.000 |
Music/Sound | #86 | 2.889 | 2.889 |
Graphics/Animation | #107 | 2.852 | 2.852 |
Ranked from 27 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?
The game includes a multi-use tool and the mechanics revolve around the choice on how to use the tool
Team Size
Pair (2)
Completeness
Demo / Vertical Slice
What tools did your team use to construct the game?
Unity, Paint.net, Chiptone
Which art and audio did you / your team NOT create?
Music and some sfx
Which art & audio did you / your team create BEFORE the jam started?
None
Which diversifiers did you use, if any?
We don't need pixels
Leave a comment
Log in with itch.io to leave a comment.
Comments
really cool use of the theme! and it reminded me a lot of a game called grapple dog. the level design is great and it was nice figuring out the best path to beat the level! :D
Thank you!
Nice game, I liked the mechanic!
I do believe that the difficulty was a bit high, at least for me. I think it was because of the combination of the grappling left/right and up/down + the need to time the jumps - I found that not so easy, even in the tutorials.
I think there's a lot of potential with such mechanic, and one thing I learned in the previous jam is that what might be easier for me, could be much harder for others (especially if I play my game all the time when I build it, and just get good at it eventually, and others obviously play it for the first time in the jam). So, if you intended for the difficulty to be this high that's alright by me, but if you didn't I think its important to keep this point in mind.
Good job overall :)
Yea to be honest, i was afraid the game was too easy XD. You are right it's better to make it a bit easier since it's easy to misjudge difficulty as perceived by other players, i'll consider that in next jams.
The game was a little bit difficult for me, but I am really bat at skill games so there is that. Nevertheless, I liked the visuals and the grapple implementations was really good. Congrats!
The grapple mechanic was really good, well done
I did not get to play that much, sadly. The screen turned black before I got to move.
But if I did, I'd think it was a good one.
This was a good game! I had fun with it. The difficulty early on was a little high, but great use of theme. The grappling tool was fun to swing around with. It was a bit tough to control the swing because it was pretty quick without much control of how far you were going to jump. I enjoyed the music/sfx. They definitely felt retro and fitting of the environment . Very well done!
Thank you!
This is a nice use of the focus. I found the platforming a little frustrating (it wasn't clear if some gaps could be jumped or not, and it needs some coyote time), but I managed to finish all of the levels. I like that there are multiple paths to solve a level. I would prefer it if missing a shot with the hook didn't waste the shot, and also if you could still shoot when you have one shot left instead of just dying. Swinging on the hook felt good though, and it was nice to be able to zoom out and plan a path. Good work!
Thank you for your feedback! Other people told me about the wasted shot and that you should be able to use the hook with still one use, so i'll definetly change these things.
I liked the idea of the grappling hook i like the art the sfx and the music and unique approach to the theme , one complaint is jumping sometimes you can somewhat you can double jump some times I cant get over anything , but thats fine , I gave you a solid rating 5/5 for everything the game is fun to play and thats enough for me!
Thank you very much for the positive feedback it really means a lot! I'm planning some changes to the jump system so that it feels more consistent and rewarding (like a jump buffer for example).
I loved the game a lot! And I liked the fact that we can swing around using the grappling hook and laser enemies AND destroy crates. It was a very fun idea and a very fun game to play, though I thought that the controls were a bit unrsponsive. Hope to see it on full release!
Thank you for the feedback! Yea i want to change some things in the controls so that they feel more responsive (for example in jump and in run to be instant and not accelerated like now).
Hey, cool game. I enjoyed the swinging mechanic, although I found the background became a bit jittery when swinging.
Other than that, I would suggest polishing the controls a bit to make them more responsive.
Keep up the good work!
Thank you very much for the feedback! Is there something particular you'd like to be more responsive in the controls?
The gameplay was nice!
Thank you!
Cool game with a lot of potential, but my main issue is that the character's movement feels really sluggish. Also did you forget to add colliders to the metal crates because on tutorial 2 I watched on fall through the ground lol.
Thank you for your feedback! Could you elaborate more on what you found sluggish? Was it related to the character speed or more to the swinging movement or something else?
The crates have colliders but for some reason some of them randomly fall off the world lol. This didn't happen in the editor and only after exporting the game, so i didn't have time to correct it after the upload. I should have probably done more tests on the target platform lol.
Nice implementation of the focus. Reminds me a little bit of the hookshot from Link to the Past (my favorite item in that game).
The swinging mechanic works well. Unfortunately, the controls are not always as responsive as they could be, and I had many falls that I thought should be avoidable.
The character sprite seems somewhat blurry; I wonder if you imported it with the wrong resolution.
The music is cool at the beginning, but gets repetitive pretty quickly.
Here's a bug: A couple of times, I fell into the lava but didn't die.
Thank you for your feedback and for reporting to me the lava bug. I'd like to implement a jump buffer so that even if you are a bit off the edge of a tile you can still jump, so maybe this will help avoiding frustrating falls. I think that the sprite's blurriness it's because the camera is really zoomed in but the resolution of everything is 16x16 pixels, so pixels are quite visible.
Since this is pixel art, it's normal for the pixels to be visible. The blurriness comes from antialiasing, which should be turned off for pixel art. Compression should also be turned off.
Lots of fun! its got potential for sure. only thing I came across that seemed a bit off is dying on using the last grapple? Maybe this was done by accident but it feels off to die when I have one hook shot left over. BUT very good I enjoyed the game! :)
Thank you! The last grapple thing was done on purpose but many people told me it was a bit weird so i'll definitely change it so that you die when you have no more frost reserves displayed and you use the hook instead of when you just finish them :)
well that makes sense 🤔 still an enjoyable game
The game has promise, but needs a lot of work. the dichotomy between the walking speed and the jump is almost too much. it feels like the character is constantly slogging through mud. the range of the grapple also isn't clear until you try and fail, so some guide showing just how long it is would be nice. lastly it feels like I kept running into the side of blocks instead of swinging onto the platform I needed to reach.
Thank you very much for your feedback! Could you please elaborate more on the "running on the side" problem?
Instead on making it onto the platform I needed to get to, I often ran into the side of it, smacking the character's face on the side. the character itself was not running *on* the side but *into* the side.
The multi-use theme is really well implemented here and I see tons of potential for the game, however the game needs some polishing.
A low hanging fruit here is: improve the tiles, add a nice cave background with some basic parallax, add some lighting effects and work a bit more on level design and you'll have a strong game here.
Congratulations!
Thank you very much for your feedback! I totally agree with you, i would really like add more variety to the tiles and how they connect and to experiment with the lighting in Unity, so i'll definitely add that.
I really enjoyed the game!
It's quite rough around the edges but the core multi use mechanics are pretty well done. You can use your hook to swing around and climb, you can destroy rocks with it to clear a path for you to go, you can pull in objects like crates to help you climb, and you can pull in enemies or destroy them.
I think the essence of the theme multi-use was captured pretty well!
Unfortunately I also found some bugs, nothing that blocked me or anything, but if you like I can post them as a reply.
But overall a nice experience with a really well integrated multi-use item. Well done!
Thank you very much for your feedback! Unfortunately i am aware of some bugs i discovered just after the last upload XD Did you have problems with crates and enemies falling off the ground? This was quite subtle cause it worked in the unity editor but not in the real build, and i am still trying to figure out why. Did you find anything else?
In Tutorial 3 the crate just fell through the ground and then there is the tutorial panel telling the players about how you can pull in enemies but there was no enemy :D
I didn't finish the game yet, but I play a bit more tomorrow. So far the only other issue was the music. It seems like when you quit the level and go back to the main menu you restart the main menu music again so now two musics are playing. If you do this again another music is playing of top of it. It gets quite noisy after a a couple of quits.
If I find more I'll post it here.
Yea the crates end the enemies are not there cause they fall off the ground at the start of the level XD I noticed the music too i'll fix it as soon as possibile but can't reaupload it for now cause of the jam limitation, so if it happens again i would suggest to reload the page. Also buttons "level 1" and "level 2" incorrectly bring you to tutorial1 and tutorial2, if you want to try them out you should proably use tutorial3.
Right, the Level 1 and 2 buttons are also not linked to the correct levels. Well, bugs happen so no big deal. At least the game is not crashing or anything :)
Yea i should have probably have been more careful and test the buttons, and also test the game more on the platform i would have liked to deploy the game to, cause i tested it in the unity editor and assumed there were no bugs on the other platforms XD
Yes, I think it's better to polish a game and maybe stop adding content at some point, but this is what game jam are for I guess. Getting a bit better and better every time :)
I played a bit more and one thing I noticed is that the placement of some of your recharge packs is hurting the player when you try to reach it. Picking up this recharge pack makes no sense because it gives you one more charge for the hook but to reach it I need at least 2 hooks. One hook to reach it, then one to get off of the cliff again which means I lost 1 charge just by trying to recharge. Maybe something like this would work better if this charge would give me more recharges. The risk to reach is high but the reward is really helping.
Another little thing: When using the hook like when you try to reach a platform, the charge should not be used if you don't hit anything. It happened quite often to me that I misjudged distances and wasted a charge by not hitting anything. Technical it makes sense to use the charge because you use the hook but it would be less punishing if in this case the charge would not be used.
I think that is enough feedback now :)
Thank you that was a lot of feedback! Yea i'll probably change the charge use so that you consume it when the hook actually grapples to something. I think that should reduce frustration if the player misscalculates the use of the hook
It will for sure! :)
I Have One Thing To Say... xD
could you please elaborate? XD
It Is A Funny Game :D
Thanks!
Its really fun to play
Thanks!
Fun game! Interesting mechanics, although slightly frustrating at points