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BeReel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1675 | 3.565 | 3.565 |
Creativity | #2002 | 3.435 | 3.435 |
Overall | #2110 | 3.290 | 3.290 |
Enjoyment | #2986 | 2.870 | 2.870 |
Ranked from 23 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?
"Be Reel" embodies the theme "Built to Scale" in both its core mechanics and its overall design philosophy. The protagonist, a tape measure, is a literal embodiment of the theme—an everyday tool that's "built to scale" in a very practical sense. The tape measure’s ability to extend and retract directly influences gameplay, where players must carefully measure and adjust their actions to progress.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
This has a really good feel to it, and all the moments of utter despair required in a game like this. The controls are pretty good, though they can feel a bit inconsistent because, as far as I can work out, the tape only collides with the ground when you're below a certain velocity. But that's par for the course for a rage game -- I guess it's just at the start, when I didn't understand how it worked, that it felt inconsistent?
Also, I got to a place with a ladder, and couldn't find a way up. Is that the end?
Thanks a ton for playing and for your thoughtful feedback! I’m really glad to hear that the game hit those moments of despair we all know and love (or love to hate!) in these kinds of experiences. It’s great to know you found the controls mostly solid, though I totally get where you’re coming from with the tape’s behavior. There’s definitely a bit of a learning curve, but I hope it made things more rewarding as you got the hang of it!
As for the ladder—good eye! That’s actually not the end, but it’s definitely a tricky spot. The ladder is a bit of a puzzle in itself, so don’t give up! There’s more to see beyond it if you can crack the challenge. Check out the walkthrough video that was made exactly for this kind of situations when it is not that obvious where to go next.
I will definitely make some direction signs and much obvious game design later on! :) Thanks again for sharing your thoughts and for pushing through the game’s ups and downs. I really appreciate it! <3
this is punishing in exactly the way it should be, given its inspiration. i played this for so long and barely got onto the powerlines, yet it was tons of fun. i will have to be happy with what i saw because my hand is doing a lobster claw cramp lol. my one point of feedback is that it wasn't super clear to me at the beginning that I should go left because *western world* expectation to go right, but after I figured that out 'twas all good! nice entry!
Thank you so much for the kind words and for sticking with the challenge! It’s awesome to hear that you found the game fun despite its difficulty—that balance is exactly what I was aiming for, so it’s great to know it hit the mark for you. Sorry about the lobster claw cramp, though—consider it a badge of honor! 🦞
As for the direction at the start, that’s a really valuable point, I ll take it into consideration thank you for feedback! Glad you enjoyed it, and hope your hand recovers soon! :DDD
holy moly is this difficult
Really creative take on the theme! Nice job! We love the visuals, and the sound effects fit the game perfectly. Awesome work!
Lets be Reeeel about this. I was never going to finish this game, was I?!
(Had fun :P)
Haha, let’s be reeel — finishing might be tough, but think of the bragging rights! 😅 Keep going, we believe in you!
I'll give it another go. But my ratings are locked in as pretty high. Unless something blows me away suddenly and bumps them up by one.
Either way, had fun :P
A lot of frustrating fun, well done!
Thanks so much! Glad you enjoyed it, even with the challenges :D