Cool game with some fun ideas. Movement is hard to get used to, but very rewarding once you do.
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Fail Conditions's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #250 | 3.435 | 3.435 |
Topic | #258 | 3.565 | 3.565 |
WOWIE! | #280 | 3.239 | 3.239 |
Sound | #330 | 3.109 | 3.109 |
Creativity | #336 | 3.348 | 3.348 |
Simplicity | #402 | 3.543 | 3.543 |
Visuals | #657 | 2.543 | 2.543 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
The Lift by Kevin MacLeod Link: https://incompetech.filmmusic.io/song/5009-the-lift License: https://filmmusic.io/standard-license
Credits
Wall Jump Games: https://www.youtube.com/channel/UC6irT-f1Uh3kUofht7mYipw
Comments
I had a blast and got slightly frusterated lol. Great work, I made sure to rate!
The game is very difficult, like very difficult. I could not get beyond the 5th or so level, as the movement was just too fast for me. Anyways, good job
the wall jumping was all over the place, otherwise great game, love the differnt variety of things i had to do on each levels
Loved the music and level design. The concept is simple, yet the game is challenging
This game was good but I had a few issues. The tutorial dialogue was obscuring the play area on my machine. I had to randomly press stuff and hope I made it through. It took a couple of try's for me to make it. Then I had a problem with the movement was just unintuitive to get use to. It was well done but just hard to get comfortable with.
It's a really ragequiting game, or maybe i'm just bad at it, but after dying 50 times to each level i started to get a hang of it. it is very well polished and fit the theme pretty well.
The movement system with the sound effects felt very satisfying! Plz check out my game if u can ;)
I enjoyed the concept of having to do the opposite of what the Game tells you to do! I think the game would have been a lot more enjoyable with some better Movement. It felt a bit unfair to have a precision platformer/ topdown game with unprecise controls. Still impressive how much you made in a week!
Very good take on the topic, however it gets a bit repetitive quickly - always the "2 coins" - but, that's understandable for the jam. Really cool music though. I just wish the controls when moving were a bit more delicate as it's sometimes almost impossible to align properly when you have the upgrade to pass things - if it wasn't for that annoyance the game would feel much better!
I love abusing jumping to the left wall and hugging the ceiling though in many levels, feels satisfying :D
Yeah, I am aware of the issue with flying. I couldn't get precise movement (damping) in because I hadn't put any precise parts of it in until the last day, so I went into fix the issue and it broke the code, so big oof to me. If I take it further I'll try add damping tho. I was hoping to have time to add more powerups, and a few extra polish things, but game jam, so I wasn't able too, so I unfortunately didn't get as many levels as I would've liked, which would've made the reoccurronce of the fail types less severe, but game jam.
I thought it was interesting having some gameplay before the main menu, it took me some time to figure out the wall jump but I enjoyed the discovery process for it. I also think it was interesting how gravity would change from room to room, sometimes being a platformer and other times being a top down style game. I'm impressed by how much you were able to get out of the 72 hours for the jam.
If you wanted to improve, I suggest making the change in gravity more apparent. I always have to take a moment with the rooms to see what to do. Some of the rooms felt unfair, like the one where powerups fell directly on the player's head at the start. I think fixing that some and adding a more consistent jump would make this game spectacular. Overall, good job!
Thanks for the tip. I wanted to add more vfx or tips to it. I might if I go further with this make a tutorial level with the powerup to make it less confusing. I think your problem with the jump is that has variability depending on how long you hold jump. If this is not the case, then I will look to my method and see if I can make it better. Thanks for your feedback on the room design. In an ideal world that wouldn't of been how I made that level, but it was unfortunately the best way to make given my current spawning system (everything gets predetermined and spawned on runtime). Thanks for your suggestions and positive comments :D
This is a unique and interesting concept! (I'm saying this because I made something similar about switching control schemes.) I like the fast paced platformer movement, but I think it doesn't suit this kind of game about precise movement, as I find myself running into coins a lot.
Good game though! had fun!
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