The puzzles were somewhat counterintuitive in a good way - that takes some effort to design in such a way that the player never feels cheated or defeated. The music and graphics were a nice combination - gave a sort of SNES throwback. The combat was kind of clunky, but it's no a big deal.
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Beyond Assumptions's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #407 | 3.533 | 3.533 |
Gameplay | #545 | 3.200 | 3.200 |
Innovation | #627 | 3.133 | 3.133 |
Visuals | #711 | 3.333 | 3.333 |
Overall | #738 | 3.100 | 3.100 |
Audio | #1000 | 2.667 | 2.667 |
Theme | #1006 | 2.733 | 2.733 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The player may think there's an obstacle in their way, but in reality, there's nothing wrong. This is what 'Nothing can go wrong' is all about.
What code and assets did you not make from scratch during the jam (if any)?
Images and sound effects are made using assets.
How many people worked on the game?1
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