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minimo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
What would you rate this submission? | #15 | 3.182 | 3.375 |
Overall | #18 | 3.359 | 3.563 |
How minimalistic was it? | #19 | 3.536 | 3.750 |
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
Neat idea with the random levels, but I haven't been able to generate one where I can win yet (though maybe I'm just not very good). I'll have to just generating a new level until I get there I suppose.
Yeah the levels are potentially unwinnable... when I'm creating the levels I create the level by hand, but also have a "random" tile that could be blank, solid, breakable, dangerous... it's entirely possible that the paths through these random areas aren't winnable. In most of the levels right now, I have one known path and one "random" path as a bit of a wildcard.
The levels need more love basically. :P
Thanks for the feedback.
Are the levels completely random? I ask because I wasn't sure where to go. Very cool that it supports custom levels, though. Graphics were a little busy for my liking, but it's very close to being a clean and pleasing aesthetic. Having a bit more variation in shapes would help? I understand you're going for a minimalist style, but when the breakable blocks and the danger blocks are near each other, it all sort of turns into a blur for me.
Semi Random Levels... an example would be:
xxxxxxxxxx
x s rrrr w x
xxxxxxxxxx
x = hard block
s = start pos
w = win token pos
r = Random (blank, hard block, breakable block, danger block).
The levels included were created quite quickly, so it's possible that the placement of random blocks may make finishing a level impossible. Without any validation on levels, the solution in the near term is to create some levels with better design.
Not being clear where to go is an interesting issue... when I came up with the idea I initially thought of say, a minimalist metroidvania game where exploration is part of the player experience... as I've made a few levels though, the feeling I get is that smaller, more linear levels just play better. Again it could be a design thing, having more directed levels to reduce the exploration aspect.
Thanks for the feedback on the visuals... that's very interesting. My initial inspiration for the aesthetic was this image by Beeple (http://beeple.tumblr.com/post/85271179814/hercules1600)... with a 3-color palette like Downwell (using http://paletton.com to come up with agreeable palettes). I actually wrote the themes in and was going to have a meta game where you could unlock these by winning levels over time, but I didn't have much time at all during the week of the jam, so I scaled this back.
The spheres\3 colors look is interesting but maybe it's not too readable to the human eye with all those spheres going on.
I had a lot of fun making this and I've been wondering if it's worth making a mobile version as a longer project, so this kind of feedback is super valuable.