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Tip to Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2829 | 3.188 | 3.188 |
Enjoyment | #2954 | 2.875 | 2.875 |
Overall | #3176 | 2.979 | 2.979 |
Style | #3563 | 2.875 | 2.875 |
Ranked from 16 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 player scales a random effect at the beginning of each level up or down.
Development Time
96 hours
(Optional) Please credit all assets you've used
See description for full credits
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Comments
Nice level design. Random scaling aspect made the level feel more fun.
Thanks!
That was fun! It was nice how random every level could be depending on what you get...feels like the skill/challenge is being able to adapt to the power you get, rather than the level itself. Good job!
Thank you! We had a lot of fun making it.
Did a full up, down and combo run. Was interesting to see how some of the mechanics worked with each other. Would have been nice to show what the less or more choice would have been because some of them end up feeling like the same thing, ex: gravity down and jump higher are pretty much the same thing. Overall well done!
Thanks for playing and leaving feedback! :)
I like the idea of choosing more or less to scale a property that stays around but without knowing any detail about what I'm choosing it's the same as the game choosing for me. If the property was rolled randomly and assigned to the player, it would have the same effect. Personally I think having a clear option for the player that have "trade-offs" would be more rewarding. For example: The left side of the scale could be "more health but faster enemies" and the right side be "less health but higher jump height"; Now they player gets to decide which upgrade is more advantageous for them, and which downside is easier to deal with.
My team and I are currently talking about updating the game when the jam is over. We will take all this into consideration when we do. Thanks for playing!
I'm a bit torn because I absolutely love this idea but I dont think the level design fully utilizes the cool game mechanics. Some levels the effects didn't matter at all while some levels it did too much (got softlocked by gravity).
I think there is a lot of potential in a sort of platformer "roguelike" with upgrades like this when it's fleshed out more!
Thank you! The soft locking was intentional, but I agree that the level design could use some work. My team and I are talking about updating it after the jam is over. Thanks for playing!
Really cool idea! I'd be interested to see a fully fleshed out platformer with this game mechanic. I got really low gravity early on and was able to skip a few levels by jumping over one platform. I like the idea of each level being randomly easier or harder depending on what you get. All of the enemies despawned as soon as I started the level. (They were visible until I selected up or down) Can't remember if I got a reduce enemy health buff that might have caused that. Either way, it's cool I got things that made the game easier. I selected down every time. Nice job!
Glad you liked it! The enemies disappearing were caused by the lower enemy health. Thanks for playing!
This is an interesting game! I played about 4-5 levels. I see it may be fun in the 10th or 11th level. I dint see the speed and health affect my gameplay much but if it scaled a lot that'd be fun wanting me to use the Less option. I think I would like to see if Lose speed if I gain health and vice versa.
The effects were made to be not so noticeable at first, but if stacked upon they get more apparent. The idea of the inverse scaling came up, but we decided to go with the current idea. Thanks for playing and your feedback!
That makes sense!