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MechaShift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3180 | 3.005 | 4.250 |
Enjoyment | #3604 | 2.475 | 3.500 |
Overall | #3918 | 2.563 | 3.625 |
Presentation | #4766 | 2.210 | 3.125 |
Ranked from 8 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?
Our game revolves around collecting game mechanics as cards. Players can gain the ability to flip these cards, which reverses the role of that mechanic.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
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
Very cool idea! It wasn't easy to figure out how inverted S worked because I thought it was supposed to just be a jump. Also, the mechanics of the inverted S were a bit clunky. And maybe the inverted A and D are mind blowing. But the game is interesting and has a lot of potential!
unique idea!
Great idea! I do think the puzzles could've been a little more well designed, because I felt like I was kinda stumbling through the puzzles, which I think is also due to the limited camera. Also I found a couple points, where I didn't realize I picked up a card. Regardless, this game can absolutely be expanded upon, and it'd be a great full game.
Thanks for the feedback! Will definitely increase the camera and also maybe play a jingle or animation when a card is collected
Super creative mechanic! I really like your interpretations of some of the "reversed" mechanics, especially in that final level. The camera could've been a little bigger, though. All in all, great start!
Thanks! Hope you enjoyed the final level :). I was planning to add more mechanics and stage hazards to increase the depth of the puzzles but unfortunately, I didn't have time for that. Was the difficulty curve reasonable? Its my first time making a puzzle-platformer, so I would really appreciate some feedback.
As a fellow first-time jammer, I'd say that the difficulty curve is somewhat reasonable, albeit a little flat. An admittedly large portion of the earlier levels felt like they basically played themselves, though I can see this becoming less of a problem as development continues. The final level was definitely the high point of the game for me, mainly because of how it took familiar mechanics (namely the "exit level" card and the inverted S card) and explored them further. I would love to see some of the other mechanics fleshed out in much the same way, specifically the reversed jump card and the normal S card.
I found a glitch involving the normal S card that allowed me to clip through regular floors, but I could imagine that being turned into an actual game mechanic with some mild tweaking ;)I also wonder if maybe placing a limit on the number of times certain mechanics can be used in some levels might allow for more interesting puzzles. I hope this helps, and I wish you good luck on your game development journey!