Play Size Matters
Size Matters's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5118 | 2.457 | 3.250 |
Style | #5546 | 2.173 | 2.875 |
Overall | #5740 | 2.142 | 2.833 |
Enjoyment | #6253 | 1.795 | 2.375 |
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?
The gameplay require players to shoot at objects to either enlarge or shrink the objects to pass through.
Development Time
96 hours
(Optional) Please credit all assets you've used
See description for full credits
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Comments
So much fun! While the enemies could have been a bit slower, that didn't take away from my enjoyment. This was a great idea and I really like your take on the theme!
Very cool game! I think the concept has a lot of potential and loved the art.
The game is very difficult and unforgiving however. I felt like I was constantly getting caught on walls and the ghost was catching up to me too quickly. I made it about half way through the level and then gave up.
I would suggest trying to make the levels shorter and easier to start with. And work on making the game mechanics more forgiving to the player. Otherwise I think the game has a lot of potential. Nice job!
and thank you for reviewing Cell Life!
Great game ! even if the field of vision wasn't large enough imo, but still i enjoyed the game !
I like the idea of using a "scaling gun" to clear out a path for the character. I like that the level contains multiple paths and there are multiple ways to clear parts of the level, The game is difficult, and unfortunately I think it is also very frustrating.
My suggestions to improve the game:
1) Add an option to reload ammo immediately. There are parts of the level where you need multiple ammo to clear at once. While reloading immediately is possible by using up remaining ammo, it takes some time to do so, which players may not have at all times. Allowing immediate reloading thus allows players to be more ready at all times.
2) Split the level into multiple smaller levels. It is very frustrating to play a long level with no checkpoints, along with the sudden dropping of objects near the end which I did not expect. With smaller levels, the frustration from having no checkpoints is significantly reduced, as well as allowing the possibility of introducing gimmicks (like the aforementioned object dropping).
3) Larger field of vision. I feel like with the current field of vision, players need to plan out the moves faster, which can worsen the player's aim, especially near the end. Having larger field of vision give players more time to plan and thus make the game less frustrating to play.
Awesome idea and mechanics. Loved it! Congrats!
I really enjoyed the concept of this game! With that said, I very nearly gave up on it, and probably would have if I didn't happen to look at the map and see how close I had gotten to the end. A combination of incredibly inconsistent collision and difficult controls made this experience very frustrating (if strangely addictive).
My main suggestion would be to always err toward giving the player an advantage when it comes to collision (for example, make their hitbox slightly smaller than the sprite suggests instead of larger, as hitting your head on thin air feels horrible) and increase the weight of the jump or add variable jump height to give more control over the movement.
Even despite these complaints, well done on your submission and the creativity! I appreciated what you were aiming for with the epic finale of objects falling from the sky.
Very thanks for your valuable feedback! We'll keep improving on it!