Got a nice idea on your hands here.
Music be fitting and good too
Sadly controls and the narowness of hitting the turn button and ai just shooting a projectile that hits a neary barrel to kill you make it pretty hard
that and motion
Still with some polish and maybe a mechanic to let boxes or things in enviorment turn with you and might have a really good thing to work with
Play game
Dungeon Master's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2563 | 3.224 | 3.224 |
Presentation | #3196 | 2.837 | 2.837 |
Overall | #3358 | 2.789 | 2.789 |
Enjoyment | #4092 | 2.306 | 2.306 |
Ranked from 49 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?
Level rotation
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
it's a little bit hard to control, but overall, a very solid idea.
I like the idea. As others have said, a slower pace and less sensitive rotation would have been nice. It also might have been easier to keep track of if the sprites always stayed vertical. This could have some great puzzley elements if objects in the dungeon slid/fell based on the rotation. Nice job :)
I don't know if it's just me but the perspective is a bit nauseating, and it would have been more intuitive if you rotated continuously while holding down the key or at least in 90 degree increments so the orientation you end up in would be more predictable, but I'm sure you can do something great with this interesting idea if you continue developing it after the jam!
A fun idea, though the controls aren’t very precise. It seems you can only turn in 60-degree increments, which makes it very difficult to avoid enemies. I would also recommend changing the collision detection a little on explosions, because barely grazing them at any point during the animation is enough to kill you.
It might sound a bit strange, but players are a lot more tolerant of bad collision detection if it’s easier to miss than it should be, rather than if it’s easier to hit. This is even the case when it comes to the player shooting projectiles at enemies. So it pays to be a little forgiving in cases like this.
In the end, you want the player to have fun, and it feels more impactful if an enemy dies from being hit right in the face rather than from a graze, just as it feels more impactful to barely dodge a bullet that looks like it’s grazing you, than it does when that bullet it a few metres off target.
Certainly a good effort for something made in 48 hours though. Game design and programming are both very challenging, so it’s great that you were able to make something like this.
Nice concept ! (even if that gives a headache )
I liked the "light" emitted by the player
The idea is very fun, and the visuals and audio are great.
I think it would be much more fun though if the controls weren't so sensitive. I really struggled with precise movement witch seems to be essential for this game. Other than that, good game.
Nice game.
Presentation is good. Nice music and art style gives the levels a nice mood. Explosion FX for enemies are cool too.
I found it very hard (which I enjoyed). Died about a dozen times in the first floor/level without getting more than a few steps. Completed it in the end though ;)
For improvements, I think you should make it clear that the rotations are not meant to be exactly 90 degrees. Would not know its intentional without looking at comments first. Also, I'd suggest using a separate hitbox attached to the feet of the character to detect whether the player has fallen off the level/down a hole. I found it a bit annoying that I would fall off the level whenever my character's head barely touched the black.
Overall, a fun puzzle game. I liked it. Well done!
Nice work! Love the concept! The rotation was a bit too much for me also.
Love the idea, but the fact that the level rotates slightly more that 90 makes it very hard. I'm guessing that was not intentional?
Maybe adding HPs would make it easier (and allow some power ups to be picked up)? That might already be in the game but couldn't get to the first door after a couple tries.
Interesting idea! But that camera rotation is making no good to my head...
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