There was some great juice in this one, I always love the CRT effect. I do think for accessibility it’d be nice to tone it down, but that’s not a game design issue. While I had fun, I felt the controls felt a bit stiff. Something simple like jump and duck not being up and down or w and s. I did like how you had to commit to the dash since timing it wrong could lead you to fall because of it’s recovery time, but some segments early on felt too punishing when that happened. Not sure if that could be altered in the level gen, but overall good job!
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MODE-N's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (graphics, audio) | #76 | 4.034 | 4.600 |
Theme | #130 | 3.596 | 4.100 |
Fun | #298 | 2.543 | 2.900 |
Originality | #339 | 2.631 | 3.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
The world is split in two modes - signal and analog. Obstacles reside within one mode and the player must rapidly decide which mode ensures their survival.
Comments
I enjoyed the aesthetics a lot - the music and the visuals really reminded me of Rym 9000. It took some time to get used to the gameplay but I really wanted to hear the rest of the bgm lol, high score is 157.
Some notes:
- I really wish it were possible to change the controls and use arrow keys, wasd felt really unwieldy for me as most 2d games I played, those without mouse input, use arrow keys for movement
- Sometimes there would be downright cursed segments where you have to switch modes right after using a few abilities in quick succession (or die), the difficulty spike felt a bit random as a result
- Player hitbox felt really wide and inconsistent, especially when using the dive move. Often I'd fall into the spikes and die, when it really seemed like I was gonna make it - I didn't use the dive move much as a result
- The dash move only works in the air, if you try to use it while walking in order to get over a pit - you will fall. It didn't feel quite right, and I don't see any point of using it on the ground if it does that
- Deaths felt very abrupt, booting you to the main menu immediately, and it felt like the flow of the game was disrupted. Some way to do a quick restart would have been very nice
If I could change the controls then I'd definitely try to go for the 300 score. Still, I really enjoyed the aesthetics, and the bgm made me keep going until I heard it loop ^^ Hope the feedback will be of use, and congratulations on finishing the jam!
Thanks for the feedback! And yes. Everything you've said is being changed. We're going to make controls customizable, have a death screen with restart/main menu options, more audio controls, and all the necessary stuff to bring it together. We've also made some changes to what segments are allowed to follow others at higher speeds and moved the player to the left a bit. Both of these changes should give more time to react and remove some of the seemingly impossible sections
Very stylish game, love the aesthetic
With a bit more polish (e.g. being able to restart using the keyboard, revised floor spike hitboxes, having the camera slightly ahead of the player so you can better react to what's coming) I could see myself playing this for hours
Hey! Thanks playing and thanks for the kind words! We actually plan on changing the camera for that very reason (didn't see it as a big problem until we got a bunch of other people to play it). What issue could you find with the spike hitboxes? They're mapped almost on a pixel-by-pixel basis, so they should be accurate.
Hey, great game! Took me a bit to get a hang of it and to make out the difference between what a killable and unkillable enemy looks like, but once I got that it played super great! Love the artstyle too. Very polished for a jam game
Cool concept and very engaging aesthetic! I think the game might benefit from placing the character a little further to the left on the screen so there's a bit more time to react to obstacles. Some of the purple enemies were also a little hard to see. The central mechanic is pretty neat though, and I can see a lot of ways it can be expanded upon. Great work!
Thanks for your kind words! For your criticism - we agree. The original idea was to have the player be hurt to slow down and move further left, but we were crunched for time and ended up with a static camera. Having moved it further ahead of the player is absolutely something I wish we had considered when making that change. Hope you enjoyed, thanks for playing and sharing your thoughts! :)
The art and animations for this game carry this a lot! The concept is simple yet I think that simplicity worked to the game's advantage. Even when I lost, I kept trying to see if I could beat my score.
My only criticism is that it wasn't exactly clear when I had to change modes. I think there need to be better indicators because I know when the enemies are transparent with white outlines, you need to switch. However, the enemies in the "purple" realm also have this so I would think "Okay I need to switch back to orange" and die because it wasn't the right one, lol. I would've made them more color-coded to convey that information better, personally.
I loved the design of this game. Something about the CRT TV look just draws me in. The music was pretty cool too! The mechanics took some getting used to, but it was a good challenge!
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