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Cosmic Cavern's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #5120 | 2.323 | 3.286 |
Creativity | #5760 | 2.222 | 3.143 |
Overall | #5784 | 2.121 | 3.000 |
Enjoyment | #6191 | 1.818 | 2.571 |
Ranked from 7 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 has the ability to change the size of objects to build their own path to platform on.
Development Time
96 hours
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Comments
I really like the visual theme as well as the music :)! As others have mentioned, the acceleration and jump feel a bit frustrating. I often found the camera fail to frame the scene very well and was not sure where to go at times. I wish it was a little more consistent what you can resize. Manipulating objects worked quite nicely most of time (maybe except for when they got too far away), so props for that!
Nice game! I really like the symbiosis between graphical and sound design - looks really polished! My suggestion (if you will continue working on this game) will be to add more gameplay mechanics, maybe even not related to scaling. Keep going!
p.s. Also, noticed that you have high hardware requirements - it can't launch without a graphic card, and I even was needed to update the g-card drivers
Thank you for your feedback! Unfortunately higher hardware requirements are something that comes with working in Unreal Engine, hopefully next time I'll have more time to optimize :)
Fun little adventure! I think the controls would be better if you could move in the air
Thank you for playing! I totally agree with the character controls being sub-optimal. Would've loved to be able to improve upon that :')
I love the little pink peanut! I really struggled to move in the air without a run up and there were a lot of times tight jumping would've been helpful. The scaling mechanic was super well implemented, I couldn't cheese puzzles or fly around the map with it and I never pushed myself out the map.
Thanks for your feedback! Getting the scaling mechanic to work was my main priority and I'm glad you noticed :) Unfortunately that came at the cost of the character controls.