Nice game
Also really appreciate if you check my game
Criteria | Rank | Score* | Raw Score |
Creativity | #218 | 4.200 | 4.200 |
Style | #371 | 4.244 | 4.244 |
Overall | #466 | 3.904 | 3.904 |
Enjoyment | #1710 | 3.267 | 3.267 |
Ranked from 45 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 game is about a ball that gradually gets smaller as it moves and grows by landing on enemies' heads.
Development Time
Clever concept making your size your remaining health! One minor thing about the controls, it would be much easier to hit enemies if you could stop moving. Other than that, great game!
Like the idea, but the game is definitely not my cup of tea - controls are too quirky/levels are too punishing for my casual taste. Which doesn't detract from the quality of your jam entry, congrats on a great (and annoying) game :)
Really nice visuals and sound design, the idea is cool but I feel like the hitbox for killing enemies is way too small.
Good job !
Definitely is one of those frustrating, but addicting platformers. The difficulty makes beating a level much more rewarding :)
This game is super unforgiving however I won. I think that the game needs slightly larger hit boxes even though I won I push through purely with ego lol!
Really neat idea, nice look, great sound design. I found the gameplay balance very frustrating; even on the earliest levels a single mistake removed any chance of success, and by the third (fourth?) stage I was completely unable to progress. Controls were smooth but I had difficulty landing the headstomps.
*edit* looking through some other comments, I never saw the control screen either, but I found the movement controls easily and then discovered jump from the starting tip on the second level
VOD https://www.twitch.tv/videos/2231021899
This was a cool take on what I can only describe as a difficult platformer but from a top-down perspective. While I don't think the theme of scaling was explored as much as it could have (the shrinking coudl have easily been replaced by a health bar), it is still a quite unique concept that can easily be SCALED up in scope.
Only real issue I had was the rough hitboxes when the ball shrinks too much but nothing that can't be sorted out. Quite enjoyed my time with it and it has a weird zen-y feeling to it.
The theme was well implemented, and the game was quite fun ! Good job :)
A fun challenge! The game was pretty fun, I like the concept a lot, took me some time before I realized I could jump on enemies, maybe the beginning screen would be better without a timer, requiring you to press a button to skip it. Chaining jumps on enemies was really satisfying, I fell it could be used more in a more fleshed out version. Another thing I liked was the precision required for each level, one wrong input and you are out. I feel the trees hitbox could be a bit better communicated as cutting corners through them in important
I really enjoyed the game, good job! ^^
Amazing game, I love the style! A couple QoL suggestions:
One of the games that was very close to the theme and was professionally implemented. I enjoyed it. Great job.
Nice idea of incorporating size scaling into the ball. I love the level design with several challenges to learn by time. Sound and screen shake as feedback is solid. Great simple game with many ways to be improved on, might want this as a full game upon release. Good job!
I love the sound design and music, as well as the general concept. The art is fantastic as well. A piece of advice though: precision platforming in an isometric view is hard, especially when you don't have the ability to stop moving and have limited air control. The blob shadow under the ball is helpful though! I'd have made it a bit easier or added more affordances to the player. Overall though, fun game!
I love the premise, I love the artwork, the sounds, the screen shake, and the thumps sound effect is really satisfying and the visuals of the ground getting pulled apart is really good. Were I struggle is that the levels do not have a give, meaning you either do the right path or you lose, there no room for small mistake. I would not introduce enemies with projectiles so soon, let the player get a feel for the jump and crush mechanic.
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