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A jam submission

Conjugate (Jam Version)View game page

Beta version, for Games Factory Jam 5
Submitted by Onefin (@Onefin_) — 3 hours, 14 minutes before the deadline
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Conjugate (Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Sounds#23.1433.143
Game Design#33.7143.714
Game Play#43.4293.429
Respect of the themes#43.7143.714
Overall#43.6123.612
Respect of the Constraint#44.8574.857
Music#63.1433.143
Graphics#73.2863.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Really fun game, I like the level transitions a lot

Submitted

I think it's a shame no one has said how good this is, I think with just a little polish this game would be the best game in the jam! 

Developer

hey! can you specify what polish you'd be looking for, y'know, so i can add it in?

Submitted

I think the learning curve behind the flame jump is either too steep or the flame jump is just flawed, because the flame jump is not very fun to use 

I feel like a restart button would be 'nice',  I also feel you should respawn faster after dying(these complaints are kind of the same)

The character sprite looks kind of weird compared to the very sleek art of the levels(might just be me tho)

The really thin blocks feel way too difficult (I think this is connected to the flame jump more so than the block) 

I could also say that the game drags a little, more in the beginning than in the end

Really anything else I could say would feel like nitpicking and/or personal taste so, that's all I got. Really though, good job on everything else :)

Developer

hey! to address your points:

 -  a lot of this is about the flame jump. yeah, we sorta got that the flame jump was bad after testing levels later on; it was a bit too deep into the jam to tweak the metrics and rebuild like 9 levels but we're going to go back and make it more fun to use

 - each respawn takes around 3 seconds. we could probably easily shorten that to 2 if we spawn the player closer to the left edge of the camera and quicken the screen transitions just a little bit

 - i'll try simplifying the character sprite a bit

 - the idea behind having a lot of levels in the beginning is to get players used to having to coordinate between a light stage and a dark stage before throwing in the crazy elemental stuff. i was even thinking of adding more elemental levels to the end but that would worsen the dragging on problem :/ i'll look into it if more people complain about the same thing