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Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
Played fine in browser, bonus points for controller support. Didn't have what I'm looking for in a RL (turn-based tactics, exploration, mystery), but it does what it sets out to do. Only frustrations I had were sometimes getting stuck in "pits" and the attack range seemed unpredictable. Whether that's just a UI issue or something deeper, I don't know.
This was a fun little proc-gen platformer, but missing a few key features that kept me from really enjoying it.
Probably the biggest issue for me was there was no real sense of progression. I made it through 6-7 levels without finding the end of the game. My coins and enemies count reset every time I made it to a new level so I wasn't sure if I was actually progressing or if the level was starting over at every door. If the game is meant to be an infinite descender then some way of emphasizing that would be helpful.
Easy fixes might be:
-A floor counter in UI
-Don’t reset coin count and enemy count on new level
-Graphical/color changes as floors progress
Another thing that might give it a bit more depth is Items, enemies, or abilities that might change how I approach each situation. Despite being procedurally generated the way I handle each platforming section or enemy placement is largely the same. This kind of ties into my first point about having no user feedback that I was progressing.
-Minor buggy things-
-A few times I died when I touched walls, I feel like it was intended but I wasn’t sure why I died.
-The climb/”fling yourself up walls” button did not work on the controller, keyboard controls worked fine though.
Overall, I think this is a good foundation that you could build off into a more fully featured game.
Successful or Incomplete?
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