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Plane Exploration's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept (gameplay) | #97 | 3.354 | 3.750 |
Presentation (visuals) | #201 | 3.130 | 3.500 |
Overall | #206 | 3.093 | 3.458 |
Adheres to jam theme | #296 | 2.795 | 3.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Good idea!!!
First off; the concept is fantastic and you both should be proud at finishing a jam game
As others have said, the controls leave a lot to be desired. I was able to finish it incredibly easily, though, by just standing under red boxes, swapping view, then swapping back. I also managed to get stuck outside the map by waking out of a door while in swapped view (and was unable to get back in)
So, my advice would be, depending on how easy you find it; either ditch swapped view, have it as a map only, or save the player's height when switching between the views.
Also another cool QOL feature (that would actually work really well with the current art style) would be to show the layer ahead and behind you as faded outlines so you have a better idea where you're going. For example the layer 'E' takes you to could be orange-tinted, with diagonals going top left to bottom right, and 'Q' could be cyan-tinted with diagonals going the opposite way. You could also change the Q/E controls to W/S to make them more intuitive while allowing them to map onto the arrow keys easier. It might feel less like swapping layers, but you could maybe have to hold the key for a short time while time slows and an effect plays (which would also make the jump-swap more skillful)
Best of luck with your post-jam version if you do one!
Nice concept! I made it to level 4. But it was really difficult :D I agree with the comments before. The movement of the character was a little bit too slipery :)
The concept is really interesting, however I found the game a bit frustrating to play mainly because the character is really slippery (I understand that you couldn't fine tune the parameters in time).
It made it hard to advance through puzzles, I couldn't get past the second room and the first was also kinda hard lol (IGN moment). The tutorial prompts were a bit out of the screen because of the camera and thus making the player having to look for how to play (I suggest making the camera focus on the room rather than the player unless you plan onto making bigger rooms).
However, this is an excellent concept, and if you were to create a post-jam version that adresses these problems I would be eager to try it!
I loved the idea once I understood the mechanics, but the controls were a bit frustrating.
Excellent work!!
Thank you very much for your feedback! Due to time constraints, we were unable to fine-tune the character parameters precisely, as I am the only programmer on the team. However, we will update the parameters in the future to give players a better gaming experience
Good work! That looks really good.