Love the quick response on the attack, jump feels kinda off except that great job.
Arguably harder then most of hollow knight lol
Criteria | Rank | Score* | Raw Score |
Presentation | #2522 | 2.908 | 2.908 |
Overall | #2771 | 2.763 | 2.763 |
Creativity | #2817 | 2.842 | 2.842 |
Enjoyment | #2842 | 2.539 | 2.539 |
Ranked from 76 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?
You have to roll a dice at the end of a level. Once you roll it, you will be taken to a randomly selected level. It's random every time, too.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Love the quick response on the attack, jump feels kinda off except that great job.
Arguably harder then most of hollow knight lol
Really well made. From the intro I though this was going to be a horror game (which btw, if you'd ever like to do that I think it would turn out wonderfully, your art's really good, it made the hallway feel creepy), but I ended up having fun either way.
Only nitpick is that the camera could have used some work. I ended up falling on the bugs multiple times because I could see them properly. Maybe shift the camera down if the player holds S pressed for long enough?
PS: I'm 100% "stealing" your idea to make a level that's just blurred out code, gave you 5 creativity just for that touch.
Really liked the variety of cool art that resulted from this idea! I especially liked the space themed level. My only suggestions would be a few more mechanics to flesh out the gameplay, and maybe a change so the enemies didn’t kill you in one hit.
Nice work!
very nice game, though the attack feels kinda redundant since you dont really need it and it takes too long to kill, good job tho!
I liked your concept! The game is surprisingly difficult to master .. I might recommend adding a ranged attack option of some sort. I love the pixel art!
Unfortunately, this one isn't quite working for me. Leaving levels up to the roll of the dice can lead to a lot of repeated content - or a really short game where the player misses most of the content. After a couple of tries, I was pretty well convinced that there was only one level (the nighttime cityscape), but the comments here suggest there's some more, and I eventually found a grassy field with some insects.
Game design thing to note: your attack range is pretty tiny and enemies take something like four hits to die, while you die in one hit -- basically it means fighting enemies becomes a pretty pointless risk and the game becomes a lot easier once you realize you can just jump over and avoid everything.
Cool game! I really enjoy the level transition effect you developed! Moving between randomized levels was a great take on the theme. If I were to give any advice, it might be good to make the enemies weaker or give more incentive to defeat them. Overall, great work!
I thought the code level was really neat, and the pixel art was nice. Couldn't seem to get home after doing the same two levels several times, but it was a fun little platformer. Some advice: the enemies were very deadly and took too many hits to kill I feel, and I just ended up always jumping over them. I think you should either make the enemies die in one or two hits, or have them drop something nice to make it worth killing them (like some HP, if this game had a health bar).
The pixel art is pretty good, I like the janitor sprites. Also love the idea of a janitor inside the code! Overall it felt a little buggy and difficult to navigate through levels, although I played just a couple of them before it freezed completely. Also, I didn't quite get how it fitted into theme, as it felt a bit "forced
Great concept! Although it really needs sound effect and more levels.
The game's art is great. Using codes in level design is very creative. I wish there was some sort of sfx tho.
For gameplay; I feel like it's very punishing to get one shot and die by the cursor-enemies. Also the attack seems useless since it's not knockbacking the enemies so they move close, touch and kill us before we manage to land another attack.
Smart idea to have branching paths in the levels. Even when you get a level for a second time, you can try a different path through it. I wish the attack range was a little longer, but I got in the hang of doing a quick attack-turnaround to attack enemies while avoiding being hit.
Good idea, I really liked the level with the program code elements.
Great Job! But on the first level, I got soft-locked at the part where you pass the monster in the first part because where you jump you could get infinitely stuck so could you fix that?
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