The stronger mechanic is the abstraction of actions having to be pulled off by the theme of a combo- a string of different inputs pressed in succession. It still fits the theme of dual purpose a bit but I think this combo aspect overshadows the fact that certain keys are technically re used for other actions (the only small semblance of multi purpose). If something else fed into the dual purpose theme in a systematic way, then it would flesh out the theme more. (ex. doing a dash has a default speed but killing an enemy makes you do the action again upon impact).
Regardless, I really like the combo aspect with the music. Dashing across gaps is hard since I would fall down more often but I really like how the keys that were re used for different actions make sense that they're re used. Interested how this might get expanded!
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COMBO!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #406 | 2.309 | 4.000 |
Feel | #463 | 1.732 | 3.000 |
Aesthetics | #481 | 1.732 | 3.000 |
Overall | #484 | 1.732 | 3.000 |
Theme | #558 | 1.155 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
The game fits the theme because it partially goes with it and partially doesn't.
The controls are all split up, but you to press one "multi-purpose" key to actually trigger the move.
Third-party resources
Yoyogames (Gamemaker: Studio) https://www.yoyogames.com/
Aleksandar Petkov Aleksandrov (Typegraph Pro) https://befonts.com/typograph-pro.html
Contributors
Code:
Vlams https://twitter.com/vlamsYT
Art:
HumptyMakings https://twitter.com/HumptyMakings
Gnimacz https://twitter.com/ThatGnimacz
Music:
Andrew Mushel https://twitter.com/almushel
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