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Pressure Point's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity (how unique or innovative was this experience?) | #121 | 2.357 | 2.500 |
Theme (how well does the game fit the challenge theme?) | #139 | 2.298 | 2.438 |
Implementation (rate the game's overall stability and functionality) | #168 | 2.239 | 2.375 |
Gameplay (how good was the user experience, game design, narrative, etc?) | #168 | 2.003 | 2.125 |
Overall | #177 | 2.110 | 2.237 |
Presentation (rate its art, animations, sfx, music, and aesthetic appeal) | #237 | 1.650 | 1.750 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
List the Itch usernames of all official team members.
EmikiOrihime
Team Name
Emikicraft
How does your game fit the theme?
Consuming a powerup called a Deep Breath effectively progresses the game.
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Comments
I think you really nailed the theme here. I like the simplicity of the mechanics and the emotional message you're going for. I sincerely love this game and would love to see you develop this further.
If you had more development time, I think the pacing needs some attention. There were moments where you nailed it and others where it didn't quite hit. Specifically when the pressure builds then relieves. I like that balance. But I wonder if there's space to fit something in between. I feel like the variation is not as detailed as it can be.
The only major bummer for me is making it to the end of the game only to have to restart from the very beginning after I died. Definitely consider a checkpoint system! It was an emotional journey that had this excellent, powerful payoff at the end abruptly cut short. If not checkpoints, perhaps some kind of health pickup. I was so immersed in that last battle and while dying wasn't the worst thing, having to start from the beginning felt unnecessary.
This is a strong submission and I wish you all the best!
Congrats on finishing your first jam! I think the game's message hits home. Good job!
- The background is super low res, (not like pixel art) its just straight up low res.
- The gameplay needs some variation and feedback more then bubble clicker
- The player / camera move code is janky because the player jitters into 3 of itself while moving (it doesnt make you feel fast it just feels like a bug)
- The level design is weak, no variation in the levels, walls are always the same, no sense of progress, I'm not even sure what the goal is.