Pretty dang cool design! I always like a game that gives me a yeet button, and this one is no exception to that rule. But seriously, this is a pretty well made game. Gotta love the feeling of juggling more than you can handle. Nice aesthetic, and the existence of the spring boots made me feel more like I actually need to remember to go back for things when I'd usually just dawdle along until I hit a wall. Nice work and a fun game!
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1 Slot Wonder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #53 | 4.619 | 4.619 |
Overall | #125 | 4.222 | 4.222 |
Design | #215 | 4.000 | 4.000 |
Originality | #374 | 4.048 | 4.048 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Spot on! I recorded while I played and commented, here's the video for you :)
https://youtu.be/XX4DVDTTsr8 (it's still processing)
Nice take on single slot inventory! Made for some good puzzles. Controls were nice and responsive too. I had a few issues - if I clicked the red button then the game just crashed! I also accidentally forgot my jumpy-booties a few times and forgot there was an undo button... ...so that was my fault haha. Lovely job!
This is a simple concept that has great power!
And also seems to require a great deal of smart level design so it won't become a hassle to keep going back and forth to get all itens to be able to progress. That's the main issue I see with this game. Also I found a bug where, after quitting and re-opening the game, I pressed 'R' to restart and re-spawned way later in the level, and without any itens, so completely stuck. That was weird haha.
Feels good to play and is intuitive. Liked the music and simple sfxs as well. So nice job!
Great game !
Respect the theme and introduce some nice challenges actually.
How many times did I felt leaving my jumping shoes behind me and I was like "Crap !"
Maybe allow a "reset object to their spawning point" would help people like me. Maybe.. :P
A good mechanics that can be introduced is the drafting. Merge 2 items into one than maybe allow to separate them later on to craft another thing ! Possibilities are endless !
This combine with good puzzles it can become a really good game !
Good submission :)
To me the movement felt a little too fast, like there needed to be some acceleration before OMGWTF top speed. the puzzles were fun and some could be cheesed by throwing stuff and catching it like over the forcefield. overall good job for 2 days work :)
The movement is fast and snappy, the controls are responsive and the goal is clear in every level. Most of the time you have to juggle items and its more about throwing stuff correctly than platforming or puzzle solving, not something im fond of to be honest and even though i didnt die i failed a lot of the times because the jump boots where key most of the time and loosing them means being stuck. I would try to re-do the level design in order to not rely so much on the boots and focus on puzzles or platforming.
Theme, you only have one item equipped at all times although throwing them over and over is the same as having them all but only more cumbersome, it stills fits the theme but in my opinion it hurts the game.
Originality, the one slot has been done quite a lot but the power ups are original and the level design is built around them.
Great job! The game is really fun, and you nailed the art/sound/atmosphere side of things too! Note that I DID play the patched version, though it seems like the unpatched version is the same thing just without the undos (which would have meant I likely wouldn't have finished it) Here are a few thoughts:
- The biggest issue is that it felt like you relied a bit too much on the high jump. As a result, it felt like a lot of the game was just throwing all of your items over high walls, then getting the jump boots and jumping again... repeat. I think with the "anti-item forcefields", you could have made some different puzzles that didn't rely so much on the high jump.
- The act of juggling the different abilities was interesting! It took some practice, but it was satisfying to throw up the item, grab the high jump boots, jump, and then throw those to grab the other item. There's a lot of potential for some cool skill-based platforming stuff here.
- It was a little annoying shuffling the items over walls constantly, because you weren't really sure if you would need them or not in the next area. A more zoomed out camera might have helped, and/or if you had split the game into some smaller self-contained levels.
- A small issue - it was too easy to re-pick up an item after throwing it onto the ground. I was constantly afraid of accidentally throwing an item over a ledge, so I tended to throw my items down into the ground, but often I'd re-pick it up accidentally while I tried to move towards the other item. A longer timer where the item isn't pick-up-able would have been nice!
Overall, this is a great gamejam game and I really enjoyed it!
Very nice design on the puzzles, i think having shorter levels would fit better in a game like this. Good job!
Pretty good, GREAT puzzle design and really cool idea that fits the theme perfectly. It felt like checkpoints/restarts were a bit weirdly placed sometimes, but overall it's an awesome submission. Congrats!
For the purposes of this review I played the unpatched version submitted at the end of the jam. This means I didn't get to finish, which is a real shame because I really liked what I saw.
There's a lot of subtle level design work here and it shows. It's possible, but harder than you'd think, to unintentionally lose an item. Part of that is down to the level design itself; it's pretty clear when there's a hard gate coming up and when throwing your gear might be a bad idea. Part of that also comes down to the actual physics of the throwing mechanic itself. Thrown items bounce enough to sell the risk of a sketchy throw, but never so much that you ever feel like you lost an item to bad physics or chance.
I was also a big fan of those repulser fields. That introduction especially, where you introduced them as an item gate, then immediately turned around and showed them off as a puzzle mechanic?
That's some quality game design right there. That's the shit I'd expect to see in Portal. High marks.
The act of throwing the iems around is weirdly satisfying, I think it was a realy good call to give them all the super exaggerated physics. I also thought the puzzle was pretty spot on, although I would have liked more places where I had to decide which item to bring (maybe some kind of gate that only one item can go through, idk).
I think my biggest issue was getting stuck and having to restart. It was not obvious to me that R was restart, and so I wasted quite a few runs getting deep and then softlocking myself. This was especially bad since there were a few really tricky maneuvering bits that were just about satisfying the first time but really killed pacing the second time. I realize this would be a bit harder to program, but I would really recommend flashing a "Press R to Restart" prompt if the player gets stuck. If detecting if the player get stuck is too hard, one solution would be to have a quit button on the screen, and bring the prompt up when the player goes to quit the first time.
Apart from that my only gripe was that throwing 4 different items up the same hill got tedious after a while. I wanna stress, despite my irritation it was an enjoyable and fun experience.
Pretty fun and satisfying game. Sometimes it's challanging, but hard enough to make me excited. Well done.
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