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!
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
Completeness
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
Comments
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.
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 :)
Leave a comment
Log in with itch.io to leave a comment.