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Orb Garden's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Complexity | #2 | 3.500 | 3.500 |
Presentation Quality | #2 | 4.000 | 4.000 |
Commercial Visability | #2 | 3.000 | 3.000 |
Overall | #2 | 3.500 | 3.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Great overall presentation, Cute concept. Good range of mechanics. no accessibility/screen/resolution options no pause/reset screen room state not saved when traversing doors, leaving orbs and comming back to find them gone.
- Player movement was slidey and hard to control, difficult to judge jumps and the like as it was tricky to get your X-axis velocity to carry into the jump, especially with smaller jumps. It wasn't always entirely clear where to go next but probably only minor changes needed to levels to fix that. Music and aesthetic were fun though, nice particles, a good start.
- The progress doesn't seem linear and the map is quite open. This is definitely a design decision that some games go with but I think it makes it hard to find all the cool things you may have put into the game
- Ambitious concept! Art style and music are nice. I like that the orbs have animated faces! I like that there's some proper lighting calculations in there - I think I saw some per pixel shading and occlusion, which is a nice contrast to the pixel art style, which gives it a nice modern twist. Really like the way the tutorial is embedded into the level and revealed simply as you play. Was quite difficult to work out what a shop was, and also I'm not sure what it was for :s Needs some save game management built in. Really like that you're loading me straight into where I left off with the game, but I wanted to start again, as I got trapped in a level and had no way to restart the game from scratch :s Movement didn't quite feel refined enough for me. It felt like the character had very high inertia, and the friction of the ground was really high, making the player speed a little disconnected. I suspect you're using forces on a rigid body to move the character around? Perhaps a simpler approach here would improve the feel of the character or re-balancing the numbers. Would've been nice to have a video along with the pictures and description - it's a good way to show off the best and/or most intriguing bits of your game. Like that you included a GitHub link :)
Portfolio Website
cyborgdude.com
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