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Who needs proper keybinds anyways?'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #5060 | 1.732 | 3.000 |
Overall | #5544 | 1.283 | 2.222 |
Fun | #5583 | 1.155 | 2.000 |
Presentation | #5707 | 0.962 | 1.667 |
Ranked from 6 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 actions that the player can take (attack, move left, move right, and jump) are joined together by virtue of having two keys assigned for all four actions
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?
No
We used pre-existing audio
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Comments
I thought it was really cool, and created some interesting puzzles. It could be cool if you let the player change the bindings, but always make them have at least two bindings together.
We were planning on changing the bindings each level (this didn't end up happening as we ran out of time), but letting the player change them is also quite an interesting idea, albeit one which I don't really know how to implement
Joining keybinds is a cool and funny idea, but unsurprisingly not a good one
Could you please tell us what makes the idea inherently not good, or how we can make it better?
Joining two pairs of key binding basically leaves you with two weird actions: attacking the left and jumping on the right. The level design doesn't really seem thought for being played with these two actions and their limits : because you can't combine these two keys, you can't jump on the left and you can't attack on the right. So you end up playing with a weird and hard-to-use mechanic in a game that doesn't give it any potential to shine, which is just really frustrating
The idea of fake keybinds is an interesting one, but this could use more of a tutorial and some more variety. I did enjoy my little bounces though.
The variety we simply didn't have time for. We intended for the first two levels to be tutorials, but I do think we could have added some explanation as to exactly what the game is.