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Treehollow's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #152 | 2.324 | 3.600 |
Fun | #155 | 1.936 | 3.000 |
Controls | #182 | 1.549 | 2.400 |
Overall | #191 | 1.586 | 2.457 |
Audio | #191 | 0.904 | 1.400 |
Accessibility | #193 | 1.162 | 1.800 |
Graphics | #193 | 1.549 | 2.400 |
Theme | #193 | 1.678 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
v4.1.1
Wildcards Used
Turtles All the Way Down
Game Description
A platformer where you play as a knight trapped in a loop around a tree.
How does your game tie into the theme?
It is about a tree where people get lost around for sometimes days.
Source(s)
No.
Discord Username(s)
MangoFlan1515
Participation Level (GWJ Only)
8
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Comments
The wrap-around system for a platformer is great, and really forces you to think outside your normal platformer-brain. I got to a room with a V and III door I can't reach, a purple dotted line moon box, where it seems like neither Up nor attacking with Z allowed me to affect my environment, but pressing R just sent me back to the position of the purple moon...not really sure where to go at this point.
The sticky walls might work better if you only apply the existing level of stickiness when the player's input is pushing them into the wall (or maybe also for a short duration upon first contact with a wall regardless of inputs, if the goal is to make sequential wall-jumps easier to time), so that they can move vertically more easily.
Let's see. You should be in Level IV. If I remember right, that should be the first the level with a switch. You're supposed to hit the floating symbol with Attack. I should probably put the symbol on ground level rather than having to have the player jump to hit it. You turn the level to Night which should solidify the moon box allowing you to wall jump and return you to Level III. R returns you to the last door you entered through which should be the door above the moon box. You could only return to whence you came at Night.
Hmm. You know, that might be a good idea. Cancelling vertical movement only when pressing against the wall. Though, that might still interfere with horizontal movement post-jump.
I really enjoyed this! I wish it supported gamepad, and the controls were a floaty but I can't complain too much since the consequences for missed jumps were almost zero. Also, the rainbow font was basically unreadable to me. But neither of these detracted from having a good time, great job!
surprisingly cool game! at some point I didn't know where to go further, but the mechanics work really well. The only thing that bugged me was the sticky walls - I think it might work better if you would slide down a bit faster.
Yeah, the sticky walls are kinda terrible, especially with how many times you had to fall down, but it is by design. I wanted wall jumping to be as easy as possible and sticky walls were my solution. Also, this game is following the blueprint of an earlier platformer I made (Damgo) which used a similar physics and control system.
As someone who also made a platformer, I get the struggle with trying to make good controls xD. I felt like most of the time I was just kinda drifting around, as it feels mega floaty. Overall interesting idea, I like how you can teleport across the screen like pac man, but execution is not the best.