When you go to the levels with attack WASD becomes not obvious. Much harder to play. In general ideas and mechanics like the quest is good
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The Main Program's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic | #42 | 3.309 | 4.000 |
Technical | #46 | 2.991 | 3.615 |
Overall | #52 | 2.851 | 3.446 |
Theme | #53 | 2.609 | 3.154 |
Design | #54 | 2.736 | 3.308 |
Gameplay | #62 | 2.609 | 3.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thank You!) Oooo, this was the most big problem for me. I had an idea to put the camera just vertically, but I found the level dont have the good view such way. I tried make WASD just as player see the the level, but I found very confusing to move through the passages. I saw such type control in some isometric games, so thought that it can be good idea just to follow that way. I'm pretty sure that there are much more better ways to control character in isometric view, but time was too small for me to experiment. Thank you very much for the control feedback, its very important part of any game, I will try to do better next time.
Great visuals and the story was interesting and fun. Less backtracking in stage two (the bridge) would increase immersion in my opinion :)
Great self-contained story and personality in the characters, and I like the environment. The gameplay (apart from the puzzles) was lacking and at times even unfair, but the world and mood surrounding it was well crafted!
I couldn't find credits for the assets, does that mean you made everything yourselves?
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