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L##p's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #31 | 4.091 | 4.091 |
Gameplay | #70 | 3.455 | 3.455 |
Black and White | #88 | 4.636 | 4.636 |
Originality | #151 | 3.364 | 3.364 |
Overall | #178 | 3.167 | 3.167 |
Art | #266 | 2.273 | 2.273 |
Music | #304 | 1.182 | 1.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Okay, I've beaten 15 levels by now, and I think this is enough for me now xD
Level 14 was absolute hell, I think it nearly took me two hours to beat that one alone.
The wall jumps felt like they wouldn't always work consistently (sometimes, the character is jumping more to the side, sometimes higher, right into some spikes or sometimes the character wouldn't jump at all) which was very frustrating.
The many levels had many little cool ideas! I especially liked the one, where you had to use the loop mechanic, to build up momentum.
Overall very fun, if you can bring up the patience.
So close! We made 17 levels in this game, so you came very close to the end (in my opinion, level 16 is the hardest). Did you play on the browser version? I experienced some dropped inputs that seemed to relate to frame rate issues on the web build, but the others on the team didn't have the same issues. If you think this might be your issue, I'd suggest trying to download the Windows standalone instead. I experienced better and more consistent performance in that build.
Thanks for checking out our game!
I see. In that case I'll download the Windows build and try it again some time :)
Movement felt really good but it was a little tricky for me. Like one of the other commenters I also got stuck on level 4, specifically the horizontal section where you have to jump over the gaps. Seems like I kept hitting the spikes on the ceiling when I tried to jump, even when I only lightly tapped the jump key. Only other suggestion might be to add support for arrow keys in addition to WASD.
Strange that level 4 has been giving people problems... A small jump should definitely be short enough to avoid hitting the top. I know we don't have a visible frame rate counter so it might be hard to tell, but did you experience low frame rate? The game is slated to run at 60 FPS, so if it felt choppy I'd suggest downloading the Windows build instead. That build performed much better for me, at least, and it may help you get through some trickier sections.
Thanks for playing!
It feels pretty smooth and I really like the movement overall, but you're right maybe the web version is the problem. It could also be that I'm just bad lol. Maybe a checkpoint once you get to the top of level 4 would make it less frustrating to keep trying.
I myself experienced lower frame rate on the web build which led to some strange behaviour in the game, which is why I thought it might be a performance issue. This game is certainly unforgiving as is, so I don't blame anyone who has trouble with it. We made a total of 17 levels for this game, so if you thought level 4 was tough, you haven't seen anything yet ;)
Thanks for trying out the game and sharing your thoughts!
Fun but a little bit too hard for me. I got to level 14 but found it was too long for me to want to repeat the earlier segments. I love how you learn the mechanics through gameplay
Platformer mechanics feel really good! And I liked the looping mechanics, very philosophical. I couldn't get past level 4, there must have been some trick I didn't see.
Would have liked to have SOME sort of audio, but overall a solid basis for something that could turn out super cool with more polish. Well done!
-Ken Rampage
Thanks for your comments! We created a total of 17 levels for this game, so I hope you'll come back to it to see some more of what we have to offer. What confused you about level 4? We tried to convey mechanics to the player through the level design without explicitly telling them, so I hope there wasn't anything too unclear.
Audio was definitely an oversight on our part. We put a lot of effort into making the gameplay solid and the levels interesting, and just didn't have time to think about the audio experience. Something to keep in mind for future projects for sure.
As a fan of Super Meat Boy, this was right up my alley. Great job on the controls, and on adding a good amount of different mechanics per level.
I wish there was music and that the character’s design was a little bit more developed, although the glasses on a cube were a nice touch. Overall, it was a great shbmission!
Thanks for checking out our game! I had fun seeing you play through it on stream :)
The player controller is really well done!
You made one of those games that I want to play until I get mad at, but in a good way! Like super meat boy!
Thanks! Super Meat Boy was one of my major inspirations for the platforming in this game, so I'm glad to see someone else mention it.
Cool game. I like the ramping difficulty in the same environments.
Thanks! I think there are some things I could have improved on to make levels feel less repetitive, but I worked hard on trying to make them interesting.
Interesting idea! I wish the player didn't have to start all over again after dying on a certain loop, but it is still enjoyable.
Thanks for commenting! I went back and forth a lot on whether or not death should restart the level from the very beginning. I drew a lot of inspiration for this game's platforming from Super Meat Boy, which I think is also ultimately what made me want the deaths to be more punishing as well. Even now I still think I probably could have gone either way with that idea, but you're right that it might have been more appealing if deaths maybe just took you back to the beginning of a loop.