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Taiga is Alive!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #54 | 2.648 | 3.375 |
Fun | #61 | 2.353 | 3.000 |
Overall | #69 | 2.353 | 3.000 |
Innovation | #71 | 1.961 | 2.500 |
Theme | #71 | 2.255 | 2.875 |
Audio | #80 | 1.667 | 2.125 |
Mood | #89 | 1.765 | 2.250 |
Humor | #96 | 1.177 | 1.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice idea but frustrating. The player moves too fast and the fact that he is exactly one tile wide gives you little margin for error. Double-jump is too unforgiving, lots of deaths from missing the window.
Good game! Lets stream it on youtube
Really great idea and a fun game. I wonder how the level is generated. Did you create preset level areas and then randomly called them?
Three suggestions.
Player should have more than one life. As the game is quite challenging, it's frustrating to start over every time.
There should be some warning or invincibility moment when new obstacles are created. Happened several times that I was just staying and then got killed for no reason. At least a death animation so that you see what killed you.
As the level has many floors there should be some indication of places where you die when you fall down. Either water or black holes or anything, just to be able to differentiate from usual platforms with some floor below them.
A bit more polish and it would be a really fun game. Great job for a jam game though!
Hi and thanks for your comment! The level consists from a bunch of Tilemaps (one for each type of tile), so every mutation tick we just pick random coordinates and spawn a random tile at this coordinates on a desired Tilemap. I don't know how optimized this is, but it is the only solution that came to my mind.
I like all your suggestions, but with little remarks. More lifes is certanly a needed thing, but right now the level is too small, so I thought that if player have, for example, three lifes, it will be too easy for him to finish the game. Of course, if I add more levels and make them bigger, life system should be implemeted. And since there is a timer that shows you time before next mutation, you can predict when new obstacles will be created and (at least that's how I thought it will work) jump before mutation, so you have some time to find a safe spot. Death animation though is a nice thing and i wanted to do that, but didn't have enough time :(
Thanks for your comment, again! Hope you had some fun playing my game
Thanks for your reply! The solution works great as the level seems complete even though it's randomized.
Ah, then maybe it would make sense to add difficulty levels for people like me who are not that good at platformers. Unfortunately, I didn't manage to finish the level even after several tries. Overall though, everything you said makes perfect sense.
I did have a lot of fun and learned something new as well, so thanks a lot for developing it!
Not sure this is the intended behavior, but at some points the entire map would get covered in thorny vines, makes it incredibly difficult. That said, I liked how responsive the controls felt (albeit a too fast paced for me).
Maybe you played the pre-patched version of a game? With new bug fixes, obstacles should be placed more evenly
Maybe you played the pre-patched version of a game? With new bug fixes, obstacles should be placed more evenly
The graphics are outstanding! After rating the original version, I wanted to check out the Post-Submission bug fix version, but it had an error stating "Failed to load mono". I wasn't able to get very far, as the grass spikes appeared about every 2 seconds on my end. I imagine it's supposed to show up every 15 seconds because there's a 15 second timer, but I imagine that was something fixed in the post-submission. Once again, the graphics are fantastic! Great game.
well, there are two types of spikes that can appear on the level. the first one is completely static, it appears and disappears every mutation tick. but the second type is a moving one. they are coming in and out of the ground while they are on the level. maybe moving spikes is what seems to be the issue? if so, i made another version and moving spikes should be visible for more time before they become danegerous. also, i fixed this "failed to load mono" error (it turned out i screwed the .zip file again), so please check it out again!
The spiky grass is really tricky to navigate with the floaty movement. If the grass only hurt if falling from above many a run would have gone better, I kept clipping the sides of the grass while hugging a wall to avoid the stuff below me.
yes, i agree with you. though, i don't know how to fix it now :(
Pretty nice game man, you should introduce a ranking, my best time was 23 seconds
thank you really much! i thought about doing this in main menu, but unfortunately i didn't have time for it
I like the graphics. The theme is respected. I think game could be greater with a progressive difficulty. Notice a Bug: When taiga disappear on terrain change, the spikes don't disappear with it. Otherwise controls are great, music is ok (would be better with sound effect). Though nice job.
thanks! all bugs are fixed now, so you can try it out again
I plan on going back to this one to eventually give it a rating, but as the other comment mentioned, you need to provide the .exe, the _Data folder, and the UnityPlayer.dll files. Here's what my game's .zip file contains for reference:
I hope you get around to fixing this!
the .exe file is not enough to play. You have to insert the whole export folder for anyone to be able to play and rate your game
oh, sorry, didn't know about this. uploaded the .zip with everything