Cool idea, loved the puzzles.. wished to see more of it.. nicely polished! cool atmosphere, Great job guys.. keep working on that!
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SURVIVOR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #53 | 4.509 | 4.509 |
Overall | #66 | 4.339 | 4.339 |
Design | #109 | 4.218 | 4.218 |
Adherence to the Theme | #326 | 4.291 | 4.291 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Really lovely puzzles and easy to learn mechanics! It was nice to see each creature having its own mechanics. I see a handful of games with the same monster simply reskinned! <3 Great work!
Thank you. The problem with level 7 is our fault since it relies a lot on timing and not on problem solving (attacking at the bottom enemy right after the top one attack then quickly launching upward before the cool down time is over). It can also be solved by chance if the physics misses out on the vine-vs-bullet collision. I redesigned this level to have more problem solving and less reliance on timing which I will upload after the jam ends.
A very cool and smart idea! Loved the aesthetics and being different monsters :)
Stay funky,
Dez
short and sweet experience. This feels like it has a lot of Potench for a full game. You could really expand on this mechanic. Loved figuring out the order of doing things. Some levels felt like maybe there was more than one way. I'm not 100% sure if that is true, but I couldn't stop playing till I beat them all
Thank you. Yes, some levels can be won in multiple ways. Unfortunately, most of the level are just introductory level and I figured out later that they could've been done better. I originally thought the last level had only one possible order, but It turned out there was another one and there could be more. I will make sure to enhance the level design after the jam.
Wow! This game has such a cool concept, and it definitely made me think. This is an awesome take on the "make sure you're the only one left" idea, and I love all the different types of creatures. Great job!
This concept is awesome. I had to spend some time figuring out each level. I'd like to see more of this. You should continue to develop this concept.
If you have some time please play and rate my game:
This is a cool idea, I really feel an "Inside" vibe about it with the control element of things. I agree with the other comment about the jaw worm thing. and there were a few times I couldn't kill things with the initial creature I controlled that might need a little tweak.
Greetings!
I really liked this game! it's got quite an interesting mechanic. I love the aestethic, the rain, the effects! I got a few gripes just:
-Those jaw-worm things take WAY too long to come back, specially in the levels that have them going through all the stage. It can get quite frustrating, specially if you die a couple times.
-A lil bit too much screenshake, specially at the end there, when there were too many enemies. Juuust a lil bit overboard. Still, good! Not many games here have screenshake, surpriging considering how easy it is to add, haha. Juice!
-The last level starts you right on the action, which is kinda bad for this kind of puzzly, more thoughtful game. Let us breath and check the surroundings!
That's it. Quite liked it! Hope you improve on this, it's quite awesome!
Thank you. I am glad you liked it. You are totally right about the "jaw-worm things" and the screen shake. I have actually re-tuned their parameters in my local version which I'll later upload as a post-jam version. About the last level, you are also right, I never thought about this problem since I am the level designer so I knew the whole level layout beforehand. I will add this to my post-jam fixes. Thanks a lot for the elaborate feedback.
Dude, this is really amazing. Congratulations on your work. Everything's polished as hell.
I'm really impressed haha.
SO GOOD! Great game, great everything! I loved the concept, the art, the mechanics!
This was a seriously stellar experience. The body swapping felt cool and made enemies double as puzzle pieces. Your last level perfectly executed on the idea of having to kill enemies in a certain order to properly progress. The game feel was fantastic, each enemy moved in its own way but the unified control scheme/physics served as a great connective thread. If I could change one thing, I would actually just tone down the juice just a tiny bit, maybe a little less screen shake and lower volume SFX with the deaths. But that's minor compared to how phenomenal this was. 10/10, excellent work and thanks for a fun time :)
Platforming that feels great with a really unique core mechanic. Taking over different move styles and platforming elements one at a time is a really fun type of puzzle.
This is a really creative take on the theme, nice work!
The puzzle aspect to clearing the stages was an interesting idea, and works well~
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