Really fun game, great art and interesting puzzles. Kept jumping off the screen, and it'd be great if I could skip the dialogue. Great game, good job! :)
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Equivalence's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Topic | #318 | 3.368 | 3.368 |
Visuals | #392 | 3.211 | 3.211 |
Fun | #437 | 3.000 | 3.000 |
Simplicity | #439 | 3.474 | 3.474 |
WOWIE! | #475 | 2.895 | 2.895 |
Creativity | #526 | 2.947 | 2.947 |
Sound | #613 | 2.474 | 2.474 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
All the assets are made from scratch as a solo, including music and sound effects
Credits
Macs
Comments
I think your concept could be expanded upon to create some really good puzzles! I liked the game a lot.
What was my wish, he asks? .... For Macs to rate my game! Overall some cool platforming and interesting jump mechanic. Good job!
Apologies in advance for twisting the knife that previous commenters have already stabbed you with, but yes, the pause after the jump is really annoying. Also, I walked off the screen on the first screen on my first playthrough and softlocked... :P
That aside! was a nice little game that suited the topic well. :)
Thank you for the feedback :D Yes, I know that the pause is annoying, my bad, I've come to the conclusion that next time I maybe should just slow the player down a little bit if I want to achieve a similar feeling without the annoying part. Also I noticed too late that you can't restart the first level so again, my bad ._.
Anyway thanks for the honest yet inspiring comment :)
Clever use of the failur mechanic! The puzzles were fun, I love how sometimes you have to unlock the spikes themselves to activate the souls. The controls felt a little off, since I can't move right away after landing a jump, but that might just be me. I do love the little ground shaking. Also, there were a few levels I could solve without ever using a soul. Overall, this is very polished and fun, kudos to you!
(Also, hey there fellow Godot user! :D)
Thank you for your feedback! Yeah I got a lot of criticism for the fact that you can't move for a third of a second after landing since it can feel clunky, my bad. I added this just to give more weight and control to the player but this turned out to be a mistake.
p.s. we should invent a secret salute for godot users
Interesting idea to implement the topic. Very nicely presented tutorial at the beginning, which explains the most basic game mechanics. I like how you can solve the levels in several ways.
You can fall outside the level, but others have already mentioned that.
All in all i think this is a very well made game.
Hey nice Game just the beep of the text is a little enoying ':D, and I also got out of the camera reach several times
Interesting game, but I kept jumping outside the camera and I wish there was a way to skip dialog when restarting the level
The controls on the wall as tutorial is a nice touch :)!
Nice game! Art style is good also. A bit tricky sometimes but that is also good challenge.
The audio fit the visuals.
Keep up this good work!
I'm glad you liked the visuals :D As for the jumping, I have already received some critique for it. Fact is that I made that on purpose. By buggy I think you probably mean the fact that after landing the character stops for 0.3 seconds. I thought that this could add more "weight" and control to the character but I was wrong. Someone on this comment section reccomended me to try to let the player decide when to stop the jump and when not to by pressing the down key eventually. If I ever revisit this project I'll keep that in mind, thank you for your feedback :D
I don't know how I feel about the game. At first I thought it was interesting and expecting a good story but the ending I felt was kind of abrupt. I was expecting a puzzle platformer but the puzzles were very short and simplistic. I feel as though the game didn't need the death mechanic, it feels like it was put in as an afterthought for the games theme. I don't know if the game had another ending that you could get with less deaths, but I don't think the gameplay warranted a 2nd playthrough.
On the plus side of things you did take the opportunity to juice up the platforming, the squishy character felt very good to control, I didn't mind the momentum that much, and the graphics look very nice. You took some time making some nice atmosphere.
Unfortunately I have to agree with you, mostly because I was running out of time. I had twice as much dialogue to make a fuller story / semi-lore, but then I thought it was boring and instead of adding a skip button (as someone in this comment section already suggested) my dumb ass decided to just delete half of the dialogue making it feel superficial. Same about the puzzles, I would have had many more chances of designing much more interesting puzzles if I had separate key "layers" (for example a blue key opens blue locks etc etc) for example, but since I was again, running out of time, I decided to just stick with what I had already got (probably a bad idea) and only after that I noticed that it gave me really few possibilites to make interesting levels. But hey, at least you liked the atmosphere, I'm glad :D thank you for your comment, receiving such detailed and honest feedback means a lot to me :D
Thank goodness, I felt as though I was coming across as too negative and I wasn't sure how you would respond. I understand that these game jams have to be done in a short time frame and you and I both had to make huge sacrifices during development. I'm not to big into self promotion but If your interested I also made a puzzle platformer for the jam.
Cool idea and the overall feel is great. One thing that bugs me is how I’m stoped when I land. It really kills the momentum.
Also, quick note because you’re using Godot. You seem to have exported a DEBUG version. For better performance, remember to untick “export with debug” when exporting your game!
Congrats for your entry.
Thank you for your comment! The stopping mechanic on landing was actually made on purpose, I agree that it can feel clunky and slow down the gameplay, but at the same time I wanted the player to feel in control as I've seen too many platformers with landings that are reallyt difficult to perform since the player just kept sliding on the platforms, and this was supposed to be more of a puzzle platformer instead of a skill based one so momentum wasn't my biggest concern. But again, I agree that it can be annoying, now that I think of it I probably should have just divided the x velocity on landing by some constant instead of just setting it to zero, thank you for the suggestion :D
As for the debug part it really went over my head, you're right thank you again for noticing ;)
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