Play game
Heart Bound's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme - Was the theme incorporated well? | #5 | 3.000 | 3.000 |
Aesthetics - Does the game look great? | #7 | 3.333 | 3.333 |
Overall | #8 | 2.694 | 2.694 |
Sound Design - Was that bump in the night the perfect SFX? | #9 | 2.222 | 2.222 |
Enjoyment - How fun is the game overall? | #10 | 2.222 | 2.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
This game was really nice looking . I also thought the use of AI voices was pretty neat! Let's dive into the things!
What I Loved:
Some Suggestions:
Overall a great entry into the jam! You were able to pack so much in just a week. It had a solid gameplay loop from start to finish! Thanks for a great submission!
Nice environments and overall structure to the game. It feels a good, solid and complete entry to the Jam.
The gameplay was quite simple and I feel it could've done with a little more there - like having special objects that give more points, or some objects can bounce once before getting destroyed. These could be added as the levels progressed, just so the player has a bit more to think about and do than repeat what they did in the last stage.
Still, looked pretty, well made and put together - I enjoyed it
Thanks for playing and the review. These comments are very appreciated.
My previous jam entries have been less polished and too complicated for the shorter play time. I tried to focus more on a polished experience and a simpler game play but I think I went too simple on the game play. I like your suggestion of items at the ground level - bouncing or otherwise. I also think more variety of items would be more enjoyable. This game was based on a game idea I have had for some time where I would have a whole a series of types of items to collect with different points, powers, order of collection, etc. This jam entry was more to try this game style out in a more simpler game play - and really to focus on the polish\presentation. (One day I might approach your level of polish which is always inspiring :) )
I will be working on an update after this jam to this game with the suggestions provided. Thanks for playing and the review. Glad you enjoyed it.
I like that you made these three beautiful environments to visit, even if the reason for visiting them was so simple. Nice work on setting everything up, from loading level to each level, it all loaded smoothly and managed a decent frame rate throughout.
As the only interaction required being beneath the falling objects, and you couldn't move very quickly, I found myself looking straight up more than was comfortable, so I'd caution against 'looking up' as a core mechanic for interactions.
The ever-present spawning sound conflicted with the serenity of the environments, but that's a minor quibble in the grand scheme of things.
One suggestion, maybe make the jumping a bit higher and/or lower gravity? That could add a fun locomotion mechanic while we collect our falling items of love?
Nice cloud level, too. (I'm using the same HDRI in mine, it's such a gorgeous Skybox). Nice job making a multi-level game for us to play!
Thanks for playing and the detailed review! Honestly I do these jams partly to explore a new item or mechanic and for the feedback from fellow developers. It is very appreciated.
Most of my projects focus on open world environments - making then immersive and performant. I am glad they worked well for you. (My target is always my Quest 2 standalone hoping that if it plays well there it would play well elsewhere.) I was a little worried about the vertical focus of the game an I apologize if proved uncomfortable. I provided a run mechanism with the control triggers to help get around easier and kept the walk speed a little slower for those that get motion sickness (although it is adjustable a bit in the game menu and lobby menu). I was not especially happy with the reactive sound effect either but muting it or removing made it a little odd. Perhaps an option to mute the effects or a different sound effect will help. I will give it some thought.
I really like the idea of varied jumping heights or a "super" jump. Wish I had thought of that. I will be making an update after this jam based on these suggestions.
I noticed your usage of the same skybox. It is an excellent asset. One of the better skyboxes that I have come across so far. I like the variety of skies that it provides as well as the detail.
Thanks for playing and the review! I really liked your entry as well. I was torn on doing a bow and arrow game myself but decided on the catcher game as this was a project idea that I have had for some time and was wondering how this would work. Your shooter was a great game in the jam which I enjoyed a lot. Thanks.
The gameplay is very simple but the environments look nice. The main menu feels very polished. Overall nice entry!
Thanks for playing and the review. My past game jams were a little too complicated and not polished enough so I was trying to keep the game loop simple and clean. I might have leaned too heavy on the simple side. I am going to be making an update after the jam with some more complicated game loop as well as difficulty levels - all based on the excellent reviews provided.
Thanks again for playing and I hope you enjoyed. I enjoyed your entry. Very cool.
Very simple but polished experience. There is a menu and a tutorial - congratulations on making this work in a week! The game is simple in its mechanics but I admit I ran around a lot collecting falling collectibles. The cool menu reminded me a bit of In Death with the way you enter the next levels ;) Good job!
Thank you for playing and the review. In my past jam entries I had not polished the quite enough so I tried to give polish an extra focus.
Thanks for noticing the In Death influence. It is one of my favorite games in VR partly due to the aesthetics.
I enjoyed your entry. Very excellent character physics. Very impressive.
Ahh my favorite kind of chocolate... the exploding kind. Haha. At first I was not sure if I would be able to collect all the chocolates in time with the walk speed being so slow, and then I held down the grip button and ZOOM I was off! Once you know you can quickly move around the stage it's quite easy to play. I would add some zones and areas you are not able to walk on or cross to make it more difficult and add some strategy to the game. Right now there is no penalty for walking under water or just walking on anything or over anything really.
Don't forget about the exploding hearts and exploding flowers. Honestly I hate the slower paces my self so when I test I am pretty much always "running". I had a setting in the main lobby that you can adjust the walking speed but I kept it at the slowest setting by default because some players tend to get motion sick from fast movements (so I have I read).
I like the idea of adding a penalty for going under water although I was trying to have a full - go anywhere - environment. There are natural colliders in the physical objects like trees and buildings and rock boundary areas.
I also like the zone areas idea where some areas are easier to navigate. I will be making an update this weekend and I will add both ideas into that update.
Thanks for playing and reviewing. I hope you enjoyed it. I enjoyed your entry a lot. Very unique and cool. I enjoy VR immersion but wow.