I'm not gonna lie, this game made me feel a range of emotions after far too many deaths just to die at the very end. Which is how I know it was a fantastic game!! I could definitely play it for ages :)
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CTRL-EDIT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical | #52 | 3.125 | 3.125 |
Gameplay | #59 | 3.063 | 3.063 |
Design | #73 | 2.938 | 2.938 |
Theme | #90 | 2.375 | 2.375 |
Overall | #99 | 2.638 | 2.638 |
Artistic | #152 | 1.688 | 1.688 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Ah the less is more approach every godot dev has when prototyping :)
I really enjoyed the idea behind this game and though it was punishingly difficult, it was fun / I felt accomplished when I managed to clear a level after tinkering with the settings! It may be nice to add steps / block size steps as for me it was more trial than error!
I also was impressed how you managed to make the godot placeholder image engaging by adding some squishy juicyness
If this was given some love on the asset side I could see this being a fun meatboy like game with a meta game of trying to beat with as few config updates as possible!
I said this on the actual game page but I'll repeat it here. Amazing job again momo!! That was great!! I felt really accomplished after finishing it, lol. Also I love that it shows you your stats at the end. It's very reminiscent of the difficulty of old school games, which I love. Amazing! Keep on making games, it's exciting!
this game has too much trial-and-error because the numbers don’t mean anything — they might as well not be written. real measuring units like [jump height in blocks] or [max speed in blocks/second] would make it much easier to feel how changing the config impacts the controls
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