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Knock it off Socks!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 3.596 | 3.596 |
Best Sound | #1 | 3.923 | 3.923 |
Best Art | #2 | 4.000 | 4.000 |
Most Fun | #3 | 3.231 | 3.231 |
Best Mechanic | #3 | 3.231 | 3.231 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Was fun to work on and great learning experience!
I'm so glad I got to be a part of this team. I look forward to working with everyone again in the future! FRIED SHRIMP!!!
ADORABLE!!!! I am a big fan of the plates you can ram into and break. I also enjoyed the fried shrimp at the end :)
Thanks, our team name was "Fried shrimp" and one of our artists Kristen drew that logo for us!
Mist made some great comments that I agree with. I'd also like to add just on thing that I would enjoy doing more of in the game. You did it when you had to get onto the chandelier, but chaining jumps together would make the game more fun I think. It would be cool if you had to do two jumps consecutively to actually cover the whole distance. Anyways, regarding mechanics, I liked being able to go as fast as you could, but that might not be feasible for the scale of the game. Ensuring that your controls don't "roll" is critical, and I think the top speed should probably be lower unless you zoom the camera out more and have bigger jumps. Overall, it was fun and I love the theme!
Thanks, Mist definitely showed that the controls needed a bit of tuning but noting that the max speed was too great is definitely something I didn't notice when playtesting. I enjoyed being able to chain jumps between the sofa chair, sofa, and the table to get to the counter in the kitchen but you definitely would only have tried that if you had played the game before or if the camera showed you the scope of the level. That's something I definitely liked and if we continued development I would have liked to make a longer level after the first one and tweak the spacing of objects so it was easily communicated that you could quickly jump between everything. I was not the main level designer on this and I am going to see if I can get him to look at these messages.
I really like this! The art style is really nice and it's obvious you put a bunch of work into this!
I do have a couple pieces of feedback from what I've learned about platformer design over the years. I hope some of it can be helpful to you:
1. The cat controls like it's on wheels, rather than a living being. People don't have such long acceleration and deceleration curves. Make the cat reach max speed faster when I push the button, and make it decelerate faster when I stop pushing the button. You'll find this makes the controls feel much tighter, creating a better experience for the player.
2. This is an excellent skeleton of a platformer, but next time you should put more consideration into what your core mechanic is. There are a million run and jump games out there, so to stand out you need to do something different. For instance: Celeste has the dash mechanic that makes it stand out from other platformers. You seem to have a wall crawling thing going on, but you only used it a couple times. You should center your level design more around the mechanic you want to show the player. Here's a video that goes over the platforming level design philosophy for mario 3d world. You don't need to copy it exactly, but it should give you a clearer idea on what I mean by focusing the level design around mechanics more
To reiterate: this game is awesome. You guys are all awesome for having made it. I can't wait to see what you make next!