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Disgraced (IGMC 2018 Version)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
People's Choice Vote | #239 | 1.500 | 1.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Canebo
Engine
Unity
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Comments
The last part was a little hard that I said this is going to be hard more further ahead, but it finished.
The idea looks cool, but it definitely seems like you ran out of time. Even so, bouncing around felt pretty easy and satisfying pretty fast, so there is potential there. Hopefully you can make it a full game in the future. The only thing I would have to say against the mechanic is that the hit detection should avoid registering more than once in a single attack animation, so you don't suddenly feel like you are getting pushed around by multiple blocks
Thanks for checking out the game and leaving feedback Jester!
Nice catch on the mechanic! That is something I definitely intend to fix in the future.
I do have plans on expanding into a full game once my life's less hectic.
Seems promising. Hopefully you can get to finishing your initial vision
If you have the time, please check out my submission. I would really appreciate it!
Nice and fun idea, can be developed more to have an enemy and few more level, and maybe even upgrade to slap more to jump higher :D
Thanks for checking out the game and leaving feedback Oslaf!
The idea is amusing, but platforming shouldn't feel like the player is just flailing around until they get to the next spot to flail around. I suggest you figure out your mechanics more.
Thanks for taking the time to check out the game and leave feedback Colin! I want to make the best possible experience for the player, so I'd appreciate if you could elaborate on what felt like "flailing around" (e.g. loss of control, level design, etc.).
That's the feeling I got from the combination of how the animation looks while the character is both swiping and moving, and the lack of predictability in the push back direction when hitting a green box. I think the most important improvement would be to make the bounces off the green boxes easier to control. Otherwise the challenges become little more than trying over and over until the character happens to get up the cliff.
Thanks for the details!
I agree that the animations (or lack of) are currently disorienting and will definitely need to be improved.
I think the problem with the lack of predictability is a problem with how the game is presented to the player. The push back direction is based on the direction the player is looking (pushes opposite from the direction the player is looking/hits). I will have to keep in mind in the future how I present mechanics.
Thanks again for the helpful feedback!