Play In The Walls
In The Walls [GMTK 2022]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #658 | 3.475 | 3.475 |
Overall | #683 | 3.592 | 3.592 |
Presentation | #837 | 3.750 | 3.750 |
Creativity | #965 | 3.550 | 3.550 |
Ranked from 40 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 Character can Roll a Dice for an attack and can interact with various NPCs and Roll for a special effect. The boss rolls a dice to attack the player.
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
No
We used pre-existing audio
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Comments
This is neat. Though it took me a while to realize that I could hold the die for longer to influence what number it would be.
I really like this one! There seems to be a bug that makes enemies respawn in mid air after you die and reload, but you might know this already... Also it would be cool if the final boss did something besides sitting there with a D20 and waiting for me to reduce it's health to 0. But the cliffhanger at the end is really cool!
Rescue rangers vibes! Loved the story
Really nice game. I didn't like the fact after loading a save all the enemies are reset and you need to fight them again. Slimes in the corridors are deadly precise and fast. Also whoever decided to made a fall back to earlier section in the top left corner of the map, right after the squirrel: I hate you. The jump is almost impossible to make.
Thanks for the feedback! The enemies will be reworked in the post-jam version to be more fair (and less accurate). I will experiment with making them also not reset when saving. I'll look into the jump you mentioned to make sure it is fair and not too difficult
Cool game and love the stud wall environment! The goo guys are real mf's though haha
Thanks for the feedback. I'll be fixing the enemies in the post-jam build
Thanks! I'm glad you enjoyed it!
I really loved this! I got to the point where the d20 showed up, then I had no idea where to go from there, but I think it was really good!!! Great job!
Thanks for the feedback! From there you go to the very top and the final boss is in the upper right hand room. The game should have saved your progress up to that point. I'll make that more clear in the post-jam version!
This game's navigation reminds me a lot of the original Metroid. I like using the die to attack, and giving you a random bonus on the way to each switch was a neat idea. My main complaint is that the sludge monsters fire with deadly accuracy as soon as they see you. Even if you don't see it yet, you will almost immediately lose a heart once you're in its line of sight. This definitely killed me multiple times on the way to the boss.
Overall the game looks and plays quite well. Great work!
Thanks for the feedback! The original design had more of a Metroid style game in mind with dice upgrades and hidden power-ups. I am planning to fix the enemy in the post jam build, the aim was meant to be 1/3 of the screen but ended up being 2/3rds. I'm also going to choreograph attacks from them more
Such an amazing entry, you've actually managed to make a full game in two days, that's so impressive! The graphics are so beautiful, the music and sound design is nice, the game design is deep and refined, it is definitely a really good game, congrats to you all.
I'm glad you enjoyed it! My artist did an amazing job with the art, it turned out looking amazing!
Amazing entry!
I played your gmtk entry and i loved it! It's so fun and the level design is amazing!
The story is cute too :D
I can't beleive this was made in 48 hours! 5/5 everywhere! :D
I'm glad you enjoyed it! My team worked hard to get it together, I think we averaged like 4.5 hours of sleep a night
It was worth it! :D
I really enjoyed this game, it feels smooth and somewhat fleshed out, the art is really nice and the d20 part was really fun
I'm glad you enjoyed it! The d20 part was originally the entire game but it felt too chaotic so we decided to save it until near the end
I especially liked the second half of this, where the d20 effects started occurring, as well as the boss fight. Glad you checkpointed me before the boss too, because it would have been frustrating to do the whole climb all over again. I think for normal enemies the randomness of the die feels less interesting, but it works on the boss, especially when paired with the x2 and x1/2 effects, where you really feel the difference in attack power.
Thanks for the feedback! Originally the entire game was going to have the d20 effects but that felt too chaotic so we added it into the end as just a gauntlet before the final boss. I'm glad that checkpoint worked properly, it was a very late addition as I was worried the game would be super frustrating without it
I don't know why, but the games sparks a memories of Tom and Jerry. I wonder how you could complete the settings menu in that little time! Great work.
Thanks! Near the end of the weekend we felt the same way about Tom and Jerry so we used the colors but backwards with the mouse being grey and the cat being orange. As for the menus my engine has a really powerful gui extension called druid that makes menus super quick to develop. It takes more time to get the audio slider graphics in and looking nice then it did to get the code running for them
I really enjoyed the game! The plot twist at the end was really cool. Another thing is the accessibility. Many game jam games don't feature nearly as many features as used in this game. Even a save and load function! I liked the boss battle at the end and the random power ups.
Thanks for the feedback! The save load function caused a lot of problems during development but I think it was worth it for a better play experience!
Cure presentation and that intro cutscene was enough to give me purpose which is so hard to do in a game jam. Having to through you dice to do things/attack is such a cool way to implement the them. Nicely done!
Thank you!
Really like the animations, but why is it like the trash enemies have aimbot ?
Thanks for the feedback! The enemies were only supposed to have a range of 300 (about a third of the screen) and the projectile was suppose to be a lot slower. It's one of the things I will fix in the post-jam version
The animations are great. I like those random effects (like double speed or additional life).
The enemies hit a bit too fast (without an indiction), kind of hard to avoid. Other than that I had great time.
Oh, and there seems to be a funny bug, when your'e standing on the floor and switch tabs in your browser, then come back to the one with the game ;)
Thanks for the feedback! The enemies are one of the things on my 'to fix' list for the post-jam version of the game. I am aware of the switching tabs issue, the game doesn't check for collision when the game lags so strange things happen
Really nice art and presentation in this game! I personally think the music for the red dice is too intense, and the music for the rest of the game too tame. I like how you've utilised a more timing -based dice mechanic rather than complete randomness, very clever.
Thanks for the feedback! I agree, the music doesn't fit. It is one of the things I would like to fix in a post-jam version
The presentation on this is absolutely incredible. Good job. The level design is a bit sort-of... samey, but you only had a weekend, so it's fine. Really robust and polished thing.
Thanks for the feedback! I'll make sure to spice up the level design some in the post-jam build