Cool concept, needs a bit more to flesh it out though. Its weird that moving the platforms up sometimes doesn't also move the block. Think it might be more intuitive if the scaling/rotating applied to a single platform rather than all, OR if you made it a single screen game that all the elements on screen would change accordingly.
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Divine Intervention (┛ಠ_ಠ)┛彡┻━┻'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #538 | 2.680 | 2.680 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
thanks for the tip! I have those in mind for other levels where they could be on single screen. The scaling and rotating will also be moved to other levels or depends on the platforms.
I am still baffled with unity physics that sometimes the collider doesn't work properly.. maybe I should use a backup collider inside? Still need to figure this one out
nice game concept! even if it was buggy, i liked playing around with the different features, got me playing around with the level design in a way no other game has let me do
Cool idea! It's short and unpolished tho. (It is a game jam game so not much polish is expected; but this has almost none.) I enjoyed it tho!
For those who want to play browser version with sounds: https://akusan.itch.io/divine-intervention-post-jam
Enjoy! :-D
I think it's a really cool concept that needs to be utilized more. The one level doesn't really showcase any of the abilities. To me, the clicking to move the level really just felt like a stand-in for pressing a key to move the character. Especially since clicking moves the entire level, I really got the sense that I was just controlling the character in an unusual way. Meanwhile, the abilities that were actually interesting didn't really seem necessary. If you designed the levels specifically around those abilities, I think you'd have something interesting.
As was mentioned by someone else, the collision on some of the platforms is a little strange and you're able to fall through. Also, I think binding the two abilities to different keys would be a good idea. You don't really have much fine controller when trying to rotate or scale since the same thing controls both.
If you spend a little time polishing those things and playing around with level designs, I think you can come up with some really awesome scenarios for this.
It's a great idea and the level has nice colors, but sometimes the player went right through the platform. The controls are kinda messy, but the concept and art are cool.
Alright twist in an overused idea, too sad that rotating/scaling is useless and there aren't that many levels.
I phrased it incorrectly - what I meant was the "platformer without moving" or "platformer without gravity" idea. Give Me Back My Legs / Mount Constrictus / Attack of the Assembly Line / 3-3 Gravity / Rate Adrift
I do like the concept, it's just that there isn't enough levels to develop the idea. Rotating/scaling isn't used at all in the one level, if there was a level where using rotation/scalation was useful, it would give the game more meaning.
I would say that the theme idea was very good but was hindered by other things that were made unnecessarily complex. It should have just been dragging the level, no rotating or scaling. The objects should have been flat 2D with much simpler collision. I think this would have helped you avoid making the game feel buggy and weird. I was engaged enough to complete it though.
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