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ParaL LeX's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #23 | 4.240 | 4.240 |
WOWIE! | #47 | 3.893 | 3.893 |
Visuals | #68 | 4.120 | 4.120 |
Fun | #122 | 3.720 | 3.720 |
Sound | #138 | 3.547 | 3.547 |
Topic | #180 | 3.733 | 3.733 |
Simplicity | #180 | 3.973 | 3.973 |
Ranked from 75 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
Yes, my friend made it. (Link to soundcloud inside the game's page)
Credits
Dedi Borenstein, Adi Broshi (Music)
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Comments
Really nice game! The character movement felt great and the levels were fun!
It seems a bit unfinished though since the end is just some text in the level.
Really great work, considering this is only made in 3 days!
Thank you!
I had quite a lot more planned but turns out the game is REALLY hard to make, I had to restart the game from the beginning for small adjustments. So I didn't have a lot of time left.
I understand. I faced some time problems with my game as well and don't have a tutorial as good as I wanted for example.
I hope you will continue with this game after the jam, it was really fun to play!
Really fun game, very interesting theme interpretation.
Really nicely presented game. Visuals, feedback, music, style etc etc. All really nice.
Unlike others I was into the character controller movement. Felt nice to me.
Only gameplay complaint is that sometimes it was hard for me to tell which layer I was in when falling. In theory I should know anyway because I should be planning ahead when I fall into spikes, but still it caught me out a few times. I think the blur is not enough. Changing the other layer to black and white would work for example, although it might spoil the style.
In terms of topic, I think it's a bit muddled. Some killing actually kills me (falling into pits), some killing doesn't kill me (arrows); therefore it's not killing so it might as well be a "dimensional portal". I did enjoy when you played with that by having an arrow send me to my death by fall.
Thank you for the critique and kind words!
Yea I plan on making the layers have a bigger difference in hue, so it will be more clear, tho I like the confusion. I don't want to eliminate it - just hinder it down a bit.
Agree about the topic, I wanted the player to make choices about when to get hit. So you want to avoid getting hit by the arrows in some parts so you won't fall in the pit. but you want to hit them at some points. Thing is, what I have is more of an introduction than the actual game I planned, since I ran out of time.
Thanks again <3
When you change a parallax layer, the other layer gets blurred, that is such a nice detail. Still, the character felt a bit slow, like it was super heavy.
I like the games concept that you need to get hit, in order to switch layers. It's so creative, but somehow it doesn't quite fit the topic. It is progress but i do not fail.
Unfortunately i got stuck at the end:
Overall it is a nice looking game with sweet animaions and it makes fun. Good job though.
Yea I noticed that too after uploading. Tho you can always reset.
The heaviness is a point a lot of people noted, I wanted the player to feel the distance in the layers, but it's too much.
Thank you!
Nice game! Very great take on the theme! I really liked the music!
Really high quality design and idea! The art looked great and the controls felt mostly smooth. I played this in Firefox as it didnt seem to work in my default browser Chrome, not sure why. Regardless, really lovely and inspiring work. Thanks for sharing :)
Thank you! <3
Wow, this game was great! The aesthetics of the game were on point, and it seems that the agonizing you mentioned over the level design really payed off, because I felt like the level design for this game was great! I always like a game 10x more when there are collectibles, so thank you for that! Did you have to manually set down the spawn points? If so I can see how that would get tedious lol
I had a few issues with the game:
- The player controller felt really sluggish, the jumps always felt like I was jumping against the wind
- The game mechanic doesn't really match the theme. The hazards aren't really a failure, as almost all the time they are beneficial to you. They could've been retextured as portals or something and the game would've actually made more sense
But overall, awesome game! The backgrounds were really nice and the level design was awesome. Good work!
Thank you ! Appreciate it.
I had to build everything in the two layers seperated. Which means, since the layers move in a different speed, that I couldn't just put things up and test it. I had to start from the beginning of the game each time, run to the current spot, than mark a few positions to see an estimation to where I need to put up the second layer. And in order to check if you can make the jumps, if it plays right etc I had to restart from the beginning each time for every small change.
- The idead behind the controls is that I wanted the player to feel the distance. This is a point a few people have already pointed out and I want to fix that. The player moves at the same speed in both later, but in the further one he covers more distance hence slower. I have a gut feeling that what breaks it is the trail effect. It's exactly the same as the one in front which makes it heavy. Or was it too slow compared to the other layer?
- I agree. Tho, the spikes started out as a portal and the main mechanic was aimed towards the arrows but my siblings found that since there are too much teleports. (Seems like our mind automatically connects teleport with each other, not with this mechanic). I wanted the game to be like the last levels, where you need at parts to dodge the arrows, than stop and let them hit you. Time your jump in order to hit the arrow etc. But I just ran out of time and was left with the introduction to the switching layers mechanic with the spikes, and 3 levels which were actually what I planned.
Damn sorry for the long one, I appreciate the critique and it helps me figure out what I want to add to the game <3
Wow that sounds incredible tedious, but congrats for pushing through!
I think the issue I had with the movement was that the player moved really slow and felt like his jumps couldnt cover much horizontal distance. I think the feeling the distance idea is cool and could've been done with a faster move speed as well.
Yeah I really liked that arrow part, thought it was a cool way to take the mechanic. I don't think there's any issue at all to changing the spikes back to portals after the game jam is over. The jam is done, so you don't have to try and adhere to the theme anymore. And I think that for players not playing it in the context of the jam the current iteration wouldnt make a lot of sense to them, they'd be like "how come spikes are what causes this switching mechanic?"
For sure. Thank you for that! Really helped me to put my head around the changes I'm about to make.
<3
This game is awesome. There is a lot of high quality level design there, and the music is great. Jazz musician spotted.
I really like the artstyle :)
A fun and very original little game!
The music was appropiate for the style and the mechanics were no doubt very creative.
Good job!
The music and visuals were out of this world incredible! The concept was also very creative and implemented in an amazing way!
My only 2 complaints are: The camera, it seems a little jittery for me, and I wished the player moved a little faster.
Over all, fantastic! Good job!
Please consider playing and rating my game if you can :)
Thank you for your kind words!
100% agree. The camera shouldn't be jittery since I limited the frames to 60 fps, but my friends also told me about that. Was it the background or the game itself?
Also, I was really debating with myself about the speed. I wanted the player to feel the distance, so having the further layer run fast too kind of ruined that illusion. Maybe I should have just ramped up both layer's speed. Faster is better than slower.
Will check it tomorrow since it's almost 3 am for me :d
Have a good night :) Amazing job!
I think it feels jittery because it seems to lag behind the player just a tiny bit and then once you stop it catches up really fast, I dont now how else to describe it xD
Really neat idea!! I love the parallax effect, even though it gets pretty trippy. Nice music too :)
Haha I've got to be honest that I made that and still find it tripy and get confused at least 2 times in a run.
Thought about having a larger blur effect, but maybe a bigger difference in hue.
Thank you!
The idea is quite interesting and unique! I like it! The only thing I want to complain about is the control is a little uncomfortable, it might be intended, but if the move can have less delay and less sliding when the player stops input, it might feel better. The music and graphic have fit the game too!
For sure. This is indeed intended, tho I agree feels weird. I wanted the player to feel the distance and it caused a lof of weird physics.
For instance, there isn't a delay but you just need to move more distance because you are further away. I need to tweek this.
Thank you for your critique, helps a lot!
oh when I say delay, I mean the ball moves very slow then speed up, and the time need to accelerate to max speed is a little long, which makes me feel like when I input, the ball does not move immediately. But I get your idea about the distance, if it conveys well to the player it would be super cool!
my favorite game so far
<3
Really cool concept. Loved the trail on the player character. There were some pretty tough sections in there like the horizontal arrows but it just made beating it feel even beter :)
Very unique! Love the idea of a parallax background turning out to be something in the game. Awesome gameplay too :)
very unique and interesting. I had fun playing it. great job!
Creative and original implementation of the theme.
Brilliant idea, very good looking just a bit laggy in the browser. Also very intuitive!
Thank you for you kind words.
Can you elaborate about the lagging? is this just running slow and laggy, or is the parallax effect jittery?
The ball itself jitters around a bit, but its fine!
Nice art