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Desire Drive (not one of my best games)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1298 | 3.417 | 3.417 |
Overall | #2959 | 2.583 | 2.583 |
Presentation | #2980 | 2.625 | 2.625 |
Fun | #3784 | 2.167 | 2.167 |
Ranked from 24 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?
You run out of controls and your character goes out of control.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Cool concept, but as I see it, there's two ways of playing it:
1. tap left, when it's safe to remove them from the queue
2. probably die when falling down due to randomness of the input
Don't get me wrong! The idea behind this game is really fine and has some potential, but it needs some reasons to move in other directions than up and right. Maybe top-down would be more suitable? I don't know...
Thanks for the feedback. I can't update the game until post jam period, but I've got a new version that adds a leap button. Given the momentum it's helpful to save a left key to correct yourself, but just tapping left beforehand means you'll be leaping that direction instead which I've found helps balance things a little. That and making the randomness less random.
Well done! I especially like how you executed "disposing of buttons" when they reach the end of a line. Unfortunately, I didn't see a reason to use anything but "right" and "up" buttons and I could easily get rid of "left" ones by tapping it.
Got so much fun playing it, but definitely would be a better experience with a more well-looking visuals.
Nice ideia, I think it need polish thoug! If you could rate our game as well!
I think you have a decent idea for this game, though the randomness & level design is what threw me off. Sometimes I would wait at a platform for the right keys to appear and they just wouldn't. Instead of giving the player random keys to use, you could manually add a list of keys (looping) and use that to design interesting situations.
I also didn't realize you could hold a key down at first. If you had better visual feedback for when you were holding onto a key, it would be more obvious.
Thanks for the detailed feedback. Pretty much agree with everything, the key randomness was just a "ran out of time" thing.
Just one thing I'm curious on, what was the issue with the level design. I know it's quite basic, I just wondered if there were any particular issues?
Looked like it's some sort of a rythm game at first to me, so I couldn't understand how to play. But after I got it, it was quite fun.
It feels really good when you have a good number of jumps queued up while going right. At the same time if you get a bunch of inputs you don't want queued up it can get tricky. What I didn't like as much is when I would be on the left edge of a platform and would get queued up only left inputs. I wonder if the picking algorithm avoid picking too many of the same input in a row or if it doesn't how much that would effect the "highs" of getting those jump commands you want. Overall I liked the concept but I felt the "lows" of bad luck were kind of annoying at times.