I didn't really understand the key picking. When was spacebar a jump and when was it a dash?
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THE FALL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #67 | 4.468 | 4.468 |
Overall | #279 | 3.872 | 3.872 |
Originality | #648 | 3.745 | 3.745 |
Fun | #835 | 3.404 | 3.404 |
Ranked from 47 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?
When you start you cannot jump, after some walking you get a jump power up that you can set to one of three keys, right left or space, and like so with the dash, the controls are joined together
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Simple, creative, and interesting spin on the theme. Easy to get into, and a good progression in the challenge. I'm honestly not sure what feedback to give, you did an amazing job with this game.
Beautiful game! I tried a couple of different combinations of key bindings and never really found one that was super comfortable to me, but I guess that was the point! I'd be curious to know if one setup is generally the easiest. I ended up trying to keep jumps and dash off the same keys, but maybe that messed me up. Definitely a lot to explore with this one, good job!
Great Work on this. Really like the art style and the button overlay. First game I found in this jam which was a bit like my concept, Very unique and well done. Only thing, the controls felt a little unresponsive to me. Some tweaking and this is a great project.
BTW, Would love for you to try my game too.
It is an Action Platformer with unique controls.
https://sgt-blade.itch.io/wartorn
Teaser:
The art, music, sounds, and effects are all amazing, really good job on them! The intro sequence looked really professional, and the game felt pretty polished, with effects like the small particles moving in the wind and dust clouds appearing when you land/take a step being very cool. The platorming was also fun, with the level design being great, although I felt the movement was just a little bit floaty and slow. The main mechanic felt like it was maybe more suited for a puzzle game or something though. Like having to make decisions like "if I key bind jump the right key, every time I want to move right I need to jump" would be more fun if the decision was the difference between the level being completable or not. I keybinded space to both jump and dash, and it meant if I wanted to jump, I needed to stop moving, then jump, then start moving again to avoid dashing--it didn't really affect the gameplay, it just made jumping harder. Overall, the style of the game is insanely good, and the gameplay is fun as well, but felt like the mechanic could use some tweaking :).
Thank you for the feedback!
You are right about the puzzle design - when I thought of the idea I wanted it to be a puzzle, but then when the mechanic was made I couldn't not think about making it a platformer.
About the jump and dash - You are right about it, but I cannot think of a better way to implement it.
Thank you for playing the game and giving your feedback!
Really cool concept and art! I love your work with colors! Good potential for metroidvania game. You can look at our platformer too if you want :)
An interesting idea for a core mechanic, however I'm not certain it was implemented in the best way. It felt a litle confusing and often random when certain actions mapped to the same keys would happen. I mapped jump and dash to the space bar and it was essentially random which one I got which made me fail several jumps.
Presentationally speaking, it looked, felt, and sounded fantastic. If the key mapping mechanic were cleaned up a bit/given more options, then this would be an amazing entry.
Thank you for the feedback!
The dash is not actually random, there are two factors in play, firstly, the direction - the dash enables only when you hold a direction, secondly, the delay - a dash has a delay of about 1.25 seconds which you can see in the little orb that is following you, when it does like a small explosion with practical effects and when the alpha of the orb is 100, or not transparent at all.
I do totally understand how you would think that, it's not explained anywhere in the game. I do need to fix that.
Anyway - thank you for playing the game and giving your feedback!
Almost everything about this game was great, i dont see anything wrong with it to be honest, huge fan of the color pallete.
This game is great, the music, the art and the setting, some levels were a bit difficult, but overall a very good game, great job! :)
Great presentation and one of my favourite implementations of this mechanic so far. It was fun messing around and seeing what different combinations of controls I could discover, I think the ability to change the controls up on the fly would take the design in an interesting direction!
This is a really pretty game and an interesting keybind mechanic! Enjoyed it a lot!
Awesome game overall! The presentation is really good, and the idea was interesting. Good luck with the game!
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