beat level 1 unlike shadow *insert cool emoji here*
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Ascension's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #13 | 3.357 | 3.357 |
Mechanics | #13 | 2.929 | 2.929 |
Fun | #14 | 3.071 | 3.071 |
Sound | #15 | 2.857 | 2.857 |
Overall | #17 | 2.929 | 2.929 |
Art | #22 | 2.429 | 2.429 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I wish I had more patience to play this game in its entirety. The feeling of ascending in the first level and getting better at the first jumps each time felt really good. Also went and tried out the 3rd level with the blue platforms. Timing the movement and controlling the platformers at the same time was a cool puzzle for my brain. Once you get the controls a little more precise, I think this concept would play really well!
Alright since I never got past the second moving platform, here are my thoughts: Being able to tap the direction you want to go speedy in a for a short window of time after leaving the wall would be a nice quality of life. Since that’s a core mechanic (I assume), adjust the level design to reward moving fast for long distances and make it fun to do so. Especially the beginning of the game should not feel this hard. A tad of Coyote time (of course!). Now the reason I did not play further xD WHY ARE THE PLATFORMS SLIPPERY?? Don’t have slippery platforms, please. That’s almost worse than platforms you have to move along with because the character is not moved along with them. Idk, sorry for not getting further lmao. I really enjoyed the character walk cycle and visual effect for moving fast though!
Oh you have no idea how many times I asked "WHY ARE THE PLATFORMS SLIPPERY??" myself during development lol. I just couldn't fix it in time, I'm still really new to all this, have only been making games since the end of August. Also meant to add coyote time, never got around to it though. The first thing you mentioned does sound super cool, although it would break the levels quite a bit as it is. If I ever remake the game I'll definitely keep it mind. Proper physics and the damn platforms working as they should comes first though :D
Nice game! It's a very solid frustrating precision platformer, and i think you nailed the genre! The movement felt a little weird, but i guess difficult a to control player is part of the appeal of the genre. Good work!
Thanks for playing! I would like to decrease the amount of frustration and that weird feeling the movement can have sometimes. I believe this genre of games should feel frustrating not due to controls or weird level design, but due to the player feeling like they can get it if they do it just right. That's something I'll have to work on for sure!
Thanks for playing! I agree on all points, being the only developer and only playtester, I obviously got really used to the movement myself and ended up designing the levels according to my own experience, some extra insight as I develop levels from someone with little or no experience would have definitely helped.
I liked the game; it's challenging in just the right way and requires a lot of trial and error from the player. The speed could be a bit lower in certain parts, but nothing that significantly hinders the gameplay.
Wall hops are indeed satisfying. The trial and error in these high frustration games is indeed not for everyone, but there's something about them that doesn't match up with other types of games. The slick landings are maybe a tad too difficult to control, but that's the point of getting good. Well done.
Nice game! Feels satisfying hopping off walls at high speed! Very dificult for me though, I would need some times to learn the levels >:P
Thanks for playing! You are probably right, the levels might be a tad bit too hard. I didn't really get the chance to have someone else try the levels, and since I'm already familiar with the movement, I was just focused on making things that challenged me the right amount, which obviously won't match the right amount of challenge for someone who didn't code the game, lol
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