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Infinity Chimera's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #165 | 1.875 | 1.875 |
Theme interpretation | #230 | 1.750 | 1.750 |
Graphics | #231 | 1.750 | 1.750 |
Overall | #231 | 1.750 | 1.750 |
Gameplay | #263 | 1.375 | 1.375 |
Innovation | #264 | 1.375 | 1.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository
https://github.com/KayK737/Project2_group3
Theme interpretation
The idea is for the player to pick up buffs from enemies to take on their abilities, becoming a hybrid of the standard player and all the enemy types.
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Comments
The first jump of the level is sometimes not possible to make, even with the double jump. If the first platforms were set closer so that you could make it with one bad single jump so that most players are able to start playing easier, then move the platforms further and further apart to increase the difficulty over time. Another issue is that sometimes when the player is falling it doesn't register my space bar input and won't give me my second jump. I've dies 5 times in a row b/c the first jump was too far for a single jump and the double jump wouldn't work sometimes.
Also a user interface that includes how long you have a certain power up for.
Some of the platforms will drag you back if the player just walks off the edge rather than jumps off of.
The score might be a little out of control.
Also a health system would be nice, rather than one shot kill on the player.
Overall, nice work so far!
I noticed if you jump too high, the screen follows you, and when you are coming down if you touch the bottom of the screen you instantly die, even if there's a platform right below you. This can be pretty annoying.
There were also moments where I tried to jump as soon as I hit the ground and the jump wouldn't register, and I went flying off of the edge of the cliff.
Also making the player run infinitely would be nice instead of controlling him with the WASD keys.
Also was confused by the enemies. I thought they'd hurt me, but they seem to be helping me? Adding a little more clarity on what they do would be nice.
I like the derpy aesthetics though, it works. So nice work so far :)
twas a bit difficult to understand how you die. i thought i died from hitting a bug or falling. still seemed to be the case but then was confused as to how to kill the bugs to get the power ups. am i supposed to hit the top of them? do I just have to run into them?
There were a few times when some platforms spawned too far away making it impossible to progress without restarting.
You should add a user interface that shows what powerup / buffs you currently have active.
Score should probably be tied to distance, not time.
Sound effects would be nice.
There seems to be a few issues with collision detection / response as well. Maybe the player moves too fast?
it would be nice if the player character had some kind of running animation. your restart button removes focus from the play scene, so every retry I have to click in the play area to regain control, however since the starting platform is flat and there is no run animation it is unclear as to whether or not I am running, which is a bit frustrating. I feel like I fall incredibly fast too, which makes it harder to judge when I can or cannot land safely