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Trip + Trap's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.423 | 4.423 |
Concept | #1 | 4.577 | 4.577 |
Use of the Limitation | #1 | 4.577 | 4.577 |
Presentation | #9 | 4.423 | 4.423 |
Enjoyment | #10 | 4.115 | 4.115 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
okAi
Software used
Godot, Aseprite, Bfxr
Use of the limitation
However you traverse the Trip side of the room, affects the Trap side
Cookies eaten
2
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Comments
Really enjoyable experience, and great clear level design. Especially level 04 in all its simplicity gave me that 'click' moment where it just feels like you're in sync (with yourself?) and understand the puzzle that needs to be solved. Movement is also very fluent and in general its an awesome execution of the clone trope!
Terrific use of limitation! Level 3 took me forever to do and was the hardest BY FAR imo (or maybe I just can't wall jump lol, I just tried level 3 again and this time I was able to do it without triggering anything). Level 8 was the second hardest. In general the level design is great. Maybe Anyway good work all around!
The concept is super interesting, and the game itself is very polished and fun to play. It is rather difficult, but that's totally my jam so I'm all good with that.
The movement feels nice, and the animation of the ball rolling is cute as heck. My only grip in this department is the wall jump. Not because it's not intuitive to use, on the contrary it feels nice, but I think the levels required such precision with it that sometimes it was a bit frustrating. I felt that especially on that level with the constant vertical lasers.
But other than that, it's an extremely fun puzzle to play, and figuring out how to do the trip section in order to have a feasible "trap" section was awesome. It works very well.
I beat all 10 levels (fair and square). However, during level 10 I've found an interesting game breaking bug - which I could see being used to speedrun the game haha. The thing is, if you get to the end of the trip part and press R and then E, you're transported to the trap part but the trip character never shows up again to trigger the traps. So you can speedrun the trip section as clumsy as you want, then "kill yourself" while entering the door and then speedrunning the trap section as well without any dangers. Just letting you know, this bug hasn't affected my experience in any way, but it was very interesting to find it haha. I would definitely run the game again if there was a time trial mode just to see how fast I could beat it.
Great job!
Good concepts are what I strive for, so I'm glad I hit the mark.
I should've made a lot of the wall jumping and overall platforming a little less demanding, since for me it's not too hard since I made the game. Need to build levels with someone with no experience in mind, which is a design factor I need to get better at.
I find the best way to get vertical height quickly is through sliding up walls (Which isn't really explained :/) So instead of Rapidly jumping between the two walls, instead jump and slide up the wall. You gain a lot more height by doing so, can easily test it by jumping by a wall, and then jumping while pushing into the wall.
Dang, I thought I didn't have any game breaking bugs in this one! I guess I need to make a R key reset the doors collision trigger.. I guess Godot doesn't count teleports as leaving a body.
Thanks for the extensive review!
Would be a great game if it wasn't so hard for me lol
Excellent work, one of the strongest games I’ve played in this jam. Controls feel super good, the spritework is simple but cute and consistent. The puzzles are fun, the time limit creates additional depth via choosing whether to prioritize the trip side or the trap side. A few of the later stages were slightly unintuitive in terms of which buttons on the trip side correlated to what actions on the trap side, but this is a relatively immaterial concern with a jam game. Loved this one, will certainly follow your future work. Really nice job!
I'm glad you think the controls and spritework are good and consistent, I try to make good feeling games and also focus a lot of my time on making the art clean and well themed.
The Trips colors should be the same as to what Traps they are going to set off, although the sprites may be too small to tell at first glance.
The animations are great for the player, and I really like the way you used the limitation, some of the levels are quite hard, so I'm glad you let them be skipped.
Thank you! I think that every Jam game should allow levels to be skipped, since if someone wants to continue your game they can without making themselves frustrated, (especially with rushed level designs and balancing) :)
The game is pretty nice to play! The use of the limitation is definitively more unique than the regular clone/enemy copying you
Thank you! I definitely tried to think outside the box a bit with the theme, figured that avoiding a past self directly was going to be done a lot. Although I couldn't get away from the past self entirely lol.
Very fun and I feel like you hit the limitation on the head - polish was also on point!
A fun use of the limitation. 9/10
Awesome game. Lovely execution. Really liked the player animations.
Very cool idea! Great job!
Great concept! Wall jumping was hard to do, so I just ended up jumping up a single wall to get around. I also thought it was kind of annoying when I pressed space as I was dying and it caused me to retry Trip when I just wanted to retry Trap. Aside from movement, I thought this was a super well done submission. Great job!
I realize I may have forgotten to have a jump buffer on the wall jump, so If you hit spacebar too late after leaving the wall it'll still count your input :/
I thought I had changed the buttons to not auto-focus, as to avoid the issue of immediately retrying... but I guess I forgot to add it onto the "out of time" screen.
Incredible game. Extremely polished, great art, awesome use of the limitation, even the title is catchy.
I had so much fun with every single level, there's clearly a lot of attention to detail and love that went into the level design and there's a ton of content.
My only note is that I think making the wall jump a little stronger would feel better. While it's totally doable as-is, it made some things mechanically challenging that distracted from the more interesting challenges of the level (strategizing).
I would also love if "w" was a jump key in addition to up arrow, since S&D do work for movement, but that's personal preference. (These constructive notes did not affect my rating, I love this game so much)
Thanks you! I got pretty lucky with the title and had it from the start, normally I spend a long time trying to think of a good simple title.
I'm glad you thought the level design was good, I tried to explore different mechanics and ideas while still having challenge and fun levels.
I definitely could've made the wall-jump stronger, especially since you can already wall climb easily so there's no point in not making it stronger. Also should've added W as one of the jump keys, just slipped my mind that some people like to jump with W.
Amazing game, literally 0 things that need to be improved (outside bugs but they don't count).
This is my favorite game of this jam! Looks so polished, every aspect of it is incredible!
I completed all levels with pleasure! Good job!
The game was quite difficult. The game is super clean though, and the concept is really nice. Good job!
This has got to be one of my favorite games I've seen so far! You did super well to keep it difficult yet enjoyably possible for the player. I LOVE games where you have to plan ahead as much as this one makes you, and you accomplished it very well. AND your UI is super clean, just making a super polished experience. I'd love to see it continue to be developed, adding in trips that are actually necessary for success as well! Awesome job!
Thank you! I'm glad you thought the look of the game was very polished, I'm glad I got used to Godot's theming to get the buttons and UI fit nicely.
I only explored helpful trips a little bit, with the one level where you need to pass the green wires to break the tiles, although It was unavoidable anyway.
Really fun and frustratingly difficult especially with the time limit :D
Wish some of the levels allow you to avoid the triggers as Trip even if it means that you need to do really hard maneuvers. Or better yet, give a choice between different traps.
Not sure what's best in terms of balancing the time limit between the two though.
Other than that, a nice experience overall!
Also, just FYI, you can have the embed resolution higher than your actual game resolution. Godot Web Export will resize itself :P
a very interesting and well executed idea! really gets your gears turning :)
Wow the idea is so cool!
Wow
P should also pause the game, which I added after realizing Esc would leave fullscreen lol. But yeah, there is no indication for it, other than the itch page.