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Remote's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #26 | 3.500 | 3.500 |
Overall | #43 | 2.938 | 2.938 |
Metroidvania | #45 | 2.875 | 2.875 |
Execution | #46 | 2.750 | 2.750 |
Enjoyment | #51 | 2.625 | 2.625 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Java, LibGDX
Team/Developer
J Leonard Hopkins, Filip Dreger
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Comments
Good art and story, a little extreme at first but enjoyable once you get the hang of the controls.
Great story hook with an nifty style. I did have a hard time telling what was a platform, a wall, or a background though. There wasn't enough contrast between background and mid-ground.
I appreciated the slime enemy design, that's some of the best enemy design I've seen in the jam so far. The randomized throw direction and arc makes for an interesting challenge that leans into your jump mechanic. Plus, they telegraph well, so it feels fair. The hitbox on the projectile felt too large to be fair, though.
I really have no idea where to go after reaching the second room. I tried all the way to the right, but it's a wall. Falling down = death. I'm lost.
This is a really well done game! I loved the art and story, and the incredible music is giving me a lot of Subnautica vibes. Awesome job!
Good game! I really like the story setup & the pixel art. The controls felt smooth and simple. The game reminds of the more realistic and difficult platformers (Oddworld, Prince of Persia). There are a generous number of checkpoints which is appreciated. I wasn't able to figure out how to progress much beyond the first upgrade. It seems like you have to back track, but I couldn't figure out where to go. One balance suggestion I have is increasing the platform size, as they felt cramped due to enemy placements.
Thanks for the kind words! In appreciate the suggestions - we'll use them for a post-jam version :)
This has a great atmosphere, the music is awesome and i was very interested after the intro. I struggled with the level design and having to go back to where I was trying to make progress after a checkpoint essentially just made me wait for 30 seconds to retry for no reason which was very frustrating at some parts. I'll have to come back to it cause it does seem interesting
Hey, Rhett! Thanks so much for checking our game out! We will be sure to do the same with yours! I'm not sure which checkpoint you are referring to, but we released an update yesterday that should hopefully fix some of those problems. We also added a boss fight, and a few extra checkpoints to avoid sending people back too far.
Thanks so much for your feedback, and best of luck for your own submission!