Interesting different weird levels that played with gravity
Play game
Dissonant Dream's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1289 | 3.389 | 3.389 |
Overall | #2514 | 2.722 | 2.722 |
Fun | #2517 | 2.611 | 2.611 |
Originality | #2987 | 2.722 | 2.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game randomly cicles through levels after one is completed, the player hits an enemy or a random timer (not explicitly shown) reaches zero.
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
I really like the Downwell vibes with the minimal art and punchy, 8 bit sound effects and music, but I found there were a few times I got stuck inside a wall and had to restart the game. I think the random level swapping mechanic is interesting, but not totally clear on how it works. Nice job!
The wall glitch is probably a collider problem, we’ll try to fix it as soon as the jam ends.
The swapping mechanic works by changing the level when you hit an enemy, the totem or a timer runs out. Unfortunately we did not have time to further its development due to the jams time constraints.
All in all, thanks for the feedback! We are pleased to know that you enjoyed the game. Stay tuned, for we will try to make it more presentable and polished by the end of the jam ;D
An interesting spin on the theme! The sprites you chose for the game fit the gameplay quite well, the only complaint I have is that the player tends to get stuck a lot, but that's fine! Solid jam entry!
Here is my game if you wanna play it, sorry for linking it in the comment but itch is bugged and isn't displaying it in the comment: https://itch.io/jam/gmtk-2020/rate/698697#post-1648262
Cool game, I really like the art style and the music, and the changing rules are an interesting spin. Sometimes the character would get stuck, but it's no big deal. I took me a minute to understand how the jump height works, and I actually think it's a neat way to implement it.
Anyway, great job!
First of all, thanks for your feedback ;)
The controls are, indeed, a little broken, but the variable jump height was intended (we designed it as a “hold to jump higher” input), but ended up somewhat weird and buggy. About the lack of juice and feedback, we intended to make it clearer if you were progressing through the game and add a little more response to your gameplay, but the short time and a little bit of disorganization on our side hindered our attempts to implement such systems, so we ended up with more of a beta sort of thing than a full release.
Again, thanks for your feedback. Really pleased to know that you enjoyed the game.
The "hold to jump higher" it's actually pretty simple, you just need to multiply the Y velocity by a number that is less than 1 (i usually put 0.5) ONLY when the key for jump was released and the Y velocity is going up (you know, when the Y velocity is greather than 0 or less than 0, depending on the engine) i recommend you this video: https://www.youtube.com/watch?v=vFsJIrm2btU it explains a lot of tips to make your platformer controls feel a lot better.
Leave a comment
Log in with itch.io to leave a comment.