Really cool style, the paper cutouts fit the vibe of the music really nicely. At times it feels a little bit confusing whether I'm doing well, or what's coming next, etc. But overall I really enjoy the game a lot, good work!
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Paper Homebound's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #104 | 3.571 | 3.571 |
Graphics | #142 | 3.800 | 3.800 |
Theme | #184 | 3.600 | 3.600 |
Overall | #193 | 3.395 | 3.395 |
Audio | #315 | 3.114 | 3.114 |
Fun | #316 | 3.114 | 3.114 |
Game Design | #329 | 3.171 | 3.171 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
By beating the rhythm minigames keep the two players together until the end. Can also be played 2-player on the same keyboard.
Did you write all the code and made all the assets from scratch?
Yes, aside from the copyright/royality free music.
Comments
Semi-on-the-fly remarks:
- The Paper Mario-y visual style is great, and the Little Prince-y rotating world too. :)
- At first, I thought you had to press when the key name went over the blue-shirt character… X) I may be absent-minded. Maybe lowering the camera a bit so that the character appears above the bar would help avoid this confusion.
- I think a sound indication when we succeed or lose at pressing a button would greatly help understand what is going on.
- When the small disc nears the right, it become very hard to press the right key at the right moment!! :o
- Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), which makes it quite hard for me to handle some keys.
- At some point, I mistook the down arrow indication for a V; a bit silly on my part. X) But this could be avoided by adding a small arrow line.
- You can apparently choose a different level when three lockets are shown in the sky; how can you guess what these will be? Is it up to the player to figure out? The symbols are cute, but mysterious.
Ah, they may represent the boss’s symbol? - Beat the game! :) With the giant four-(or three-?)phase one-eyed boss at the end. Seeing the lockets, there may be different paths (and bosses) to the end!
Takeaway: very pleasant visually, although sounds would greatly enhance playability as a cue for the player. Also, I feel there is a difficulty imbalance: in ‘one-line’ mode, it becomes super hard to get the right keys towards the right, but in ‘two-halves’ mode, the rhythm seems to stay constant (and this would be even easier playing at two as you suggest). I like the apparent non-linearity of the ‘adventure’! I also think the theme was incorporated purely in the narration/context instead of gameplay, which can be totally fine, but I admit I tend to love gameplay/concept twists, while you went for a classic game style/genre. Edit: as some comments hint at, you may also want to add some more indications on how to play (you can still do it on the game page!); some text or interactive tutorial would help. I myself had some trouble figuring out the disc at the beginning, as I said in my point about my blue-shirt blunder. X)
Thank you for the (tandem) ride! :)
The graphics were excellent. A very unique look.
Maybe you could apply some animation to the enemies as well?
I don't quite get what I am supposed to do. However, great design. Come and check my game as well.
I don't quite get what I am supposed to do. However, great design. Come and check my game as well.
Seemed cool, couldn't work out the rhythm stuff though, it just kind of kept going and I had no idea if I was doing anything correctly.
On the line at the bottom, you can see a small disc going from left to right; you have to press when the key’s name passes on it. You will see a particle effect if you do it right.
The other mode (where each half of the screen has top indications) is more straightforward, but maybe you did not reach it; just press when the indication reaches its name at the top.
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