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A jam submission

Rimor PrototypeView game page

A magical momentum platformer with a grappling hook.
Submitted by Hyperspace Wizard — 1 day, 3 hours before the deadline
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Rimor Prototype's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#144.0004.000
Fun#423.0003.000
Mood#603.0003.000
Overall#723.0003.000
Presentation#792.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • When the game shines most it really shines. Running fast through loops and up walls feels great and transitioning into a grapple is super fun when you build momentum. I love the addition of bullet time as well. I felt like the levels and their layouts themselves gated the most fun mechanic, but the system was still a blast to experiment with --- 23/40

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Comments

Submitted

This is so cool!! I love games that focus on player movement, and I gotta say, this one feels really good. The parallax background is also really cool, and I definitely feel like I'm on an alien planet. I didn't personally have trouble making the jumps, I thought they were very reasonable. I appreciate that you included a slow-mo toggle though, since that really helps with accessibility. 

I'm honestly not sure what to critique. Sure, there isn't a huge amount of content, but I think you made the right choice to focus on the player movement system over everything else. This is one of my favorite entries of the jam!

Submitted

I think this game has some big potential for creating amazing-feeling movement! Already, the speed and momentum, and especially the grappling hook feel really good to use, even more-so coupled with the very weighty, chunky sound effects. The mechanics were interesting too, and gave a nice layer of extra depth. 

I do think that the main area of improvement would be to either pivot away from the more precise, small movement areas (like more towards a Sonic type level design where you just want to go fast and do more big grapple swings and jumps) or tighten up the controls for moving in tight spaces. At the moment, your momentum carries you a little too much even with a small tap of the movement keys, making things feel too floaty in those sections where you have to do tight wall jumps or things like that. 

All in all, when the game/levels allowed it, everything flowed super well together and felt great to play. I would love to play a version of this with even tighter movement as well!

Submitted

Love the character animations and the momentum-based platforming reminds me a lot of Rayman Legends. Great work! Keep it up! 

Submitted

I absolutely loved this game. This is my type of game and I love how fast pace and fluid the game was. Its visually stunning and I love the way the text didn't interrupt the game at all when explaining controls. I will say I did find some of the jumps to be a bit rough and got frustrated getting stuck on the same spot over and over. Especially because as someone else mentioned, this reminds me of Celeste, but in Celeste sometimes you have the option to take a break from one area and go to another one and do that area first. So given that sometimes these jumps are very difficult I wish I had the option to go somewhere else first before having to retry that jump cause as someone who's honestly awful at platformers despite loving them, I did get stuck.

Submitted

I'm guessing you like Celest since this is really hard I got stuck on level 2 lol 

I like the low gravity but maybe make it a bit easier to control it's really hard to go where I want to go 

the hook is pretty cool and a nice feature 

a faster way to die would be nice watching yourself fall for 5 seconds not very fun

some parts of the levels feel like they're for a ball rather than a human I guess sonic was an inspiration for that 

still with some slight tuning maybe some enemies and more levels this could be a great platformer game 

Submitted

I thought the game was very well done, the combination of the graphics and the music really created a unique experience that I can't quite reference to anything else. The mechanics from the momentum based movement, the wall climbing, the sliding, and especially the grappling hook was very well done and I can feel the hours of meticulous testing put behind it.

If I had anything to gripe about it would be that I felt like the game was too "slidy". While the momentum based movement made for a good experience, I felt at times that I was just slipping around and made it harder to do more precise movements. 

However, I would like to say that your various applications of the Grappling hook was pretty good and not only added a fun parkour experience, but also added a nice and challenging puzzle factor. Overall, great game!

Developer(+1)

Thank you for your detailed feedback! A unique experience is what I'm aiming for so I'm very glad to hear that. The movement system took the majority of development time and there's still a lot of flaws with edge cases but I'm glad you can see the effort in it. 

When you felt the game was too "slidy" was it particularly on the ground, when landing, in the air, or just in general? Attempting this project I learned there is a balance you have to hit between momentum gameplay and character control. 

Submitted

The "slidy" feeling was more of a general thing, but if I had to narrow it down, it was more the ground and landing than anything else. I actually think you did a pretty good job though balancing it out. The meticulous work put into the movement system really shows in the game and I could tell it wasn't easy to get it to its current point.

Submitted

Loved the momentum, it made the game feel super fun. One thing that would have helped was making the jumps a little easier, some of them were pretty difficult and punishing.

Developer

It's always a thin line between challenge and boredom when I design levels. I'm trying to learn how to not make impossible games. Thank you for your advice!