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Joint Energy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #2742 | 2.835 | 3.214 |
Overall | #3633 | 2.310 | 2.619 |
Presentation | #3940 | 2.142 | 2.429 |
Fun | #4153 | 1.953 | 2.214 |
Ranked from 14 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 are joined with a Energy Ball. And need it to finish the Game
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Really unique I loved it!
nteresting idea of using power attached to a ball. Adds a time restraint to doors.
Nice Game, I liked the idea of the batterys and the time pressure it ads, well done.
Thank you! :D
Really interesting idea and the graphics are also nice! You could add more mechanics to this concept to add variety, like maybe swinging the orb also makes you jump higher. Good work!
Thank you, we actually wanted to add way much, but the time was not enough for that sadly.
Actually, we spend one entire day making textures and in the end, we didn't used half of it xD.
I enjoyed the swinging ball / charging mechanic. Having that indirect way of affecting the doors - and other mechanics if this game was extended. However, I found that the character could not jump high enough to get up onto the blocks. Specifically, the only way to get up onto the block is using diagonal jumps / exploiting a hitbox of the ground - very hard to do. Also, it felt like the charge drained very fast. In the last level, I charged the first two doors, and went to charge the second set, and found myself unable to return. However, this may have just been the wrong solution. Also, the checkpoint at the last level does not return to the last level, but rather the third level.
Thanks for your comment.
In the engine, the jumping was super good and you could do the levels easily, however after the export, the player jumped way less than before, we couldn't fix it because of the time sadly.
The checkpoints should actually work fine, actually one time it happened to me too, but other than you, I respawned in the next level, weird.
I liked being able to have an indirect way of affecting stuff that was out of my reach, but wish I had a little more control over the swinging ball - spent a lot of time just waiting for it to run out of momentum / trying to figure out why I couldn't jump high enough. The core mechanic's a neat idea though!
Nice job on finishing the entry for the jam! The game feels somewhat counter-intuitive (at least at the beginning). It took me some time to understand how buttons and charging works. Also, the movement (especially jump) could use some polish. However, the idea does fit very well the time and also has a good twist to it. If you can make the game easier to understand and control, I think you can go quite far and stretch the concept way more.
Thank you so much for your comment. 馃榾
We kinda rushed the game at the end and couldn't test something like the movement very well.
---IMPORTANT---
At the third level, it's kinda hard to jump up, it's possible but very hard.
In the Engine was it working, but after exporting not anymore.