I dig the vibe in the art, gameplay, and music, I think the biggest think that is causing issues is the lack of player feedback back in most scenarios - it's hard to tell what feels intentional at times, and what feels like the game may be breaking, if that makes sense? But I really loved it, hope you do more with it!
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White Eel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #178 | 2.646 | 3.000 |
Originality | #220 | 2.898 | 3.286 |
Theme | #245 | 2.394 | 2.714 |
Black and White | #247 | 3.402 | 3.857 |
Overall | #262 | 2.520 | 2.857 |
Art | #274 | 2.142 | 2.429 |
Gameplay | #303 | 1.638 | 1.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
the game is a bit hard to control and you should have added a jump meter so the player could know how high is he jumping other than that its good
I find very hard to control, sometimes the main character stops moving and im not sure why.
Hi,
the idea behind the game is very cool, I think I haven't seen a game like that yet. The problem is that it's not executed in the right way: first the player can see the character, after which the die and they can see the map. The problem is that it's very hard to keep in mind how to traverse the level while also having to keep in mind the 'imaginary' position of the player, so maybe you could give the player feedback on where he is (a little cloud when the player lands from a jump or an 'image' of the players current position every 5 seconds).
The player controller itself was also quite janky (I think you've used a rigidbody for this, but you could try looking into transform.Translate: this works good for 2D platformers that require a lot of precision in input) and maybe just have the jumping be a constant strenght, but that's personal preference at this point.
PS: I'm impressed by the amount of time you guys had before the deadline :)
-Remi
Yeah, the truth is, we had some communication issues and many things that were supposed to be in the game, aren't in the final product like jumping feedback system (JFS), starting area at each level where you always see your character etc. Also we rushed a little with level design... So, this game was an organization chaos.
About jumping system, this one better fits the main vision of "remembering path", combined with JFS, you should be able to remember when and how long you push the space bar to complete level. But level design rush and lack of JFS did their job.
But thank you for the feedback <3
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