I broke it.
At the very top the 4th moving gold platform drops and doesn't go back. Am I missing something?
Play game
Ascension's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #14 | 2.719 | 3.100 |
Concept/Theme | #16 | 2.631 | 3.000 |
Art | #18 | 2.894 | 3.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What game engine did you use?
Unity
Comments
i love that the player is casually sipping beer while climbing out of hell 10/10
actually good game feel, moving platforms are hard to get right and yall did great - nice idle animation and art, 10/10 ragebait game jump king has nothing on you (it even features the unity blue background!)
I believe this game suffers from camera issues and visual indicators. The feeling of the game is like Sisyphus pushing the boulder up hill. While checkpoints aren't necessary, a better distinction between what a platform is and what is background would've been nice. There were many times where I didn't know where to go because (especially for the bottom parts of the game) the platforms bended in too much with the background. Additionally, many parts of the game require that I take an unreasonable risk similar to that of something I would see in Kaizo Super Mario World.
If you continue to polish the game here is what I recommend:
- Fixing the camera (preventing showing the blue skybox. You could do that by creating a script which bounds the camera between coordinates)
- Making platforms (atleast on the lower level) more obviously distinct from the background
- Fairer platforms (moving platforms tracks and falling platform differentiation)
The game has a lot of potential, and I strongly encourage you to look into polishing up the game a bit more. For 48 hours though, well done!
I like the concept of a vertical platformer with the constant threat of lost progress, but... Some of the mechanics here don't serve that premise very well. A few of my falls were from obstacles that I couldn't have understood except through trial and error. A game like this is at its best when it communicates clearly to the player. Visual distinctions between normal and falling platforms and better indicators of the tracks that moving platforms are moving along would go a long way in making this a more enjoyable experience.
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