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Jermasil's Trial's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 3.467 | 3.467 |
Polish | #1 | 3.000 | 3.000 |
Presentation | #1 | 5.000 | 5.000 |
Technical | #2 | 3.000 | 3.000 |
Design/Gameplay | #2 | 3.667 | 3.667 |
Theme | #3 | 2.667 | 2.667 |
Ranked from 3 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.
- First off, woah! This game looks and sounds amazing from start to finish and the main menu made me feel immersed already! Turns out the gods aren't joking around though; this game is brutal in it's difficulty and I still couldn't beat it, even when ignoring combat entirely. Overall the combat didn't feel too great and I almost pulled my hair out because of the walljump, which made speedrunning this too frustrating for me. Whether it were technical problems or there wasn't enough time to balance things I don't know, but making all these game elements feel satisfying within 48 hours is near impossible. I'd have liked more focus put on implementing the jam theme, since a timer ticking down till self-destruct seems a bit lazy. This is a cool game already and if you reallocate your work-power, you definitely have the capabilities for making a really strong entry!
- Design/Gameplay: Basic Platformer with Walljump, light theme was neat. 3/5 Polish: Music, Main&Options menu, Quit Button, nice visuals, story intro, tutorial. Rather few VFX and walljump is not satisfying, everything else is great. 4/5 Presentation: Nice pixel art, music is nice (not selfmade though), polished itch page. 4/5 Technical: Rather basic platformer. The most technical thing (wall jump) was not really satisfying. 2/5 Theme: While exploding is literally the theme, it stands out rather awkwardly. The explosions seems random and forced only to represent the theme, not because it fits the game. 2/5
Which assets were/were not self-created during the jam?
We made all the assets ourselves, except some of the enviroment assets, like the ground + background, the pendulum and the music. They were imported from the Unity asset store.
Did you encounter a game element that was problematic to implement?
The movement mechanics were difficult to implement, we tested them to make them as good as possible in the given time frame.
How does your game fit the theme?
Platformer - you explode after a certain time if you aren't fast enough.
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