Funny writing with a game that is short, sweet and simple. Very on theme but could have used a few more sound effects or new music of the second level to spice things up. Good Work!
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All Scales Final's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #119 | 3.550 | 3.550 |
Innovation | #226 | 2.825 | 2.825 |
Audio | #301 | 2.475 | 2.475 |
Overall | #312 | 2.600 | 2.600 |
Gameplay | #324 | 2.350 | 2.350 |
Graphics | #336 | 2.500 | 2.500 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/Lextsy/AllScalesFinalPublic
Comments
Took a while to realize what I have to do. After that was pretty easy.
Could use more levels.
Your lizard is very cute :) Good interpretation of the theme, on the second try I managed to free him!
The first level would be a great Super Smash Brothers Stage, it had me thinking. The graphical fidelity looked pretty good, I especially liked Anubis and Lizardo. His cheap suit would convince me to buy a used car any day of the week. I also dug those bongo drums. Nice entry!
It is funny.
But it would be a bit better, if we see Anubis as timer on the Second level like in the first one.
Had fun with the story, but bits were harder to read than others due to color of font and background. I think I was playing it right. Lost on the plane level, but didn't really know at what point the plane was getting hit. Overall I enjoyed my time in it so thanks!
Nice concept and story telling! Stuck very well to the theme.
I suppose it is part of the gameplay balance, but it's very hard to tell if the object is gonna hit or not, specially on the airplane level.
Good job!
I thought it was an interesting Idea but I wasn't sure if I was doing this correctly because the feedback for getting hit was so minimal. I did die in the plane scene but I didn't know if I was playing the game correctly until I died. But this is a cool mechanic. Very interest idea you did with the plan gj :)
Quite liked the mechanic here, probably my favorite interpretation of the "weighing scales" concept. Simple, straightforward, and relatively engaging.
I think the difficult part here is depth perception and getting a good sense of what may or may not collide with the scales (or wings); I think having a bit of adaptation and learning there is good for the core gameplay loop, but I feel like perhaps the angled view of the playfield made it a bit tough to understand where things were vertically.
Great interpretation of the theme, good work on this!
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