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Service Eleflator's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fetish Factor | #4 | 4.200 | 4.200 |
Creativity | #6 | 4.200 | 4.200 |
Overall | #9 | 3.700 | 3.700 |
Fun | #10 | 3.400 | 3.400 |
Theme | #15 | 3.000 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Love the art. The controls are a little confusing. Especially if you look at the girl and not the elevator. This is very much a skill issue on my end. Fun little game.
- Real elevator action! The art was very cute. Controls were a bit obtuse but we got there in the end.
- While the use of the theme is certainly interesting, it is marred by counterintuitaive controls and a lot of information gets thrown at you at once. The visual presentation is nice however, but some retooling may be necessary. A solid idea though!
- I really enjoyed this! It took a little while to get a hang of the controls but once I got into the zone it was a lot of fun trying to keep up the pace. The art is fantastic and Jude is cute! Was a very creative game and the implementation of inflation with the gameplay is fantastic!
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Comments
I didn't count the number of attempts, I struggled to understand how to start it.
Record 4:45:791
Good:
-Cute art with character.
-Simple and effective story.
-Comprehensive interface.
-Complete gameplay
-Music and sound effects well suited to the game.
-Simple game to play
But:
-Difficult game to understand at first.
-As muck mage said just below. Inverting the controls would be really beneficial.
-When you press A, it automatically sends all the employees downstairs to get a cash register. I would recommend revisiting this feature. Because sometimes you only want to send one employee back, or you want them to wait while you send others.
- I don't know if the game is completely randomized regarding the weight of the crates and their levels, but if so, you have to rely largely on luck to speedrun. Which isn't fair.
Bug:
Windowed doesn't work right away. You have to exit and return to the options for it to be taken into account.
The game is pleasant and quick to play. It's pleasing to the eye with a good sound identity. Frustrating at first, but you find yourself wanting to perform.
It's a good game, and keep it up.
Honestly, to me that's one of the biggest compliments a game like this can get. The idea that it is a little frustrating, but entices the player to keep playing means it has challenge, and that tends to be what makes a game fun, something to overcome. Based on the comments I could totally see that we perhaps made the game just a little too challenging, even so, I'm really glad some are finding the game rewarding when they overcome it. Thank you for your comment, it makes me feel like we didn't miss the mark quite as much as I feared we might have :D
(Also shows the importance of rebindable controls!!!)
At first I thought the game was too floaty, but I got used to it and it ended up being pretty fun. Had a few hard parts where if you let someone off at floor 5, then your weight goes down and you need to worry about slamming into the ceiling. Tough, but it seemed fair as I had no BS deaths once I figured things out. Also, I believe the volume slider isn't converted to log 10, or something along those lines. It didn't make things quieter, but it made them MUCH louder.
Of course, all the art is wonderful. I love all the little chibi art as well, no part of the game looked bad. Story was funny and fit the theme perfectly. I'd ask what you plan to add post-jam, but I already think the game is very good at what it's trying to do and can't think of much I'd want added. It was fun, was a nice challenge, and had a cute girl inflating. A+!
All I think we may add is an ability to invert the controls! Glad you enjoyed!
Yeah it's okay but I'm not super coordinated so it wasn't for me at all. Got too frustrated with it and quit. Glad others like it, at least.
Fun and cute game. I managed to play through and get the boss message when the last box was delivered, but then it just kind of froze. Nothing advanced the message. I had lost a worker though.
Oh darn, there must have been a missed bug! Still the boss message is the end of the game so you didn't miss anything Thank you for playing, glad you enjoyed!
The art is good and really cute, and it's a neat idea, but the controls are way too complicated. There's no real point to pressing a key to put the box in the elevator, then another key to put the guy who brought the box into the elevator. You're gonna do both of those things the second they reach the elevator, since there's nothing really else to do. Both of them should really be automatic, and you should just have to press Space to send your guys out to collect/deliver boxes.
And I get that logically, up and down/W and S are for making the WEIGHT go up and down, but intuitively, you're looking at the elevator, and responding to its movement and position in the building, not the numbers on the side. It should probably be reversed.
Thank you for your feedback!
Oh yeah the reason for loading boxes on the elevator being different buttons is so that you can load the elevator with plenty of boxes, you can load it and then send the worker back to grab more, this leads to play styles that I used to get my score where one guy is constantly going to the truck and the other 2 are constantly delivering unless the lower one gets a large in which case I send two to the truck. At most with this strat I can load 6 or 7 boxes in the elevator.
We will if we update after the jam make W and S swappable since a lot of people see the game differently if they look at Jude or the elevator
I'd also recommend having Jude's sprite change as soon as you start pressing a key, I didn't think anything was happening at first as it took me a bit to see her weight meter on the left. (And agree about the option to swap the W/S, I'd also have the arrow and numpad keys also mapped to the same corresponding WASD key set.)
I do see the idea about the different play styles, but it was a lot of brain power to coordinate all the controls. I'd just get rid of Space and have it be pressing 'D' again loads the worker into the elevator. i.e. If any workers with boxes, D puts their box in the elevator, if all empty-handed workers, D again loads one in the elevator. Then this is consistent when they're on an upper floor too, just press D to load them.
The balance of the weight is a bit trickier too to align the elevator to the floor, it'd be nice if there was a bit of stickiness at each of the floor stops.
It'd also be nice to play with a mouse, just hover on Jude to fill her up and click to drain her or something. Then just click on the workers to have them drop their box or get on/off the elevator. Would make it interesting having to move back and forth between Jude and the workers to control things.
Mouse controls would have been nice, possibly would have made it work on mobile even, we just didn't have time unfortunately :) I do agree that we maybe could have not had the space bar, the worker movement is entirely contextual so it would have been totally possible to have D operate all righthand movement, just one of those things. I figured the player would want the extra control, but it might well have been unnecessary, a tough call under pressure haha~ I was trying to come up with a visual indication for Jude filling and deflating such as a hose pulsing, and water droplets coming out of her, but I just didn't have time to make it happen. I feel like rebindable keys is a really good idea (or at the very least toggleable)
This game is very cute! I feel like S should be the button to increase Jude's weight and W to decrease it. It may be a bit of a skill issue but every time I play I load a worker or two on and my brain flubs the controls, smashing the elevator in the process. Also, sometimes when you send workers to the truck it sends more than expected.
Overall, I wasn't able to beat it but the art was adorable and the idea makes for a fun and challenging little game!
Thank you very much for the feedback! We weren't sure which way to go with the inflation buttons, we figured, W to fill up/move the elevator upwards was the right call, but we did get one or two playtesters also saying they were expecting to move Jude, as opposed to the elevator. I kinda assumed since people would be looking at the elevator more it would make more sense to base the controls around moving it, but I totally see the reverse being totally valid as well :)