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Abducted's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall polish | #615 | 1.807 | 2.333 |
Creative use of art assets | #621 | 2.066 | 2.667 |
Engagement | #625 | 1.936 | 2.500 |
Overall | #635 | 1.936 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like that the character blinks, it's a small thing but it's charming. It seemed weird that the wobbly walking animation didn't seem to correlate with the direction I was going so when I started moving the sprite would often rock in the the opposite direction. I also found the fact that I kept so much momentum and had no air control made even simple jumps frustrating. I almost stopped playing in the middle because there was one jump where I repeatedly landed a full sprite's width from the edge and still slid off the platform before I could stop, and it wasn't even one of the slippery platforms.
I appreciate the feedback, and I'm glad you liked the blinking, Having the bobbing animation used for walking bob in the correct direction makes so much sense, I'll definitely be looking into it and keeping it in mind for future animations I make!
I definitely need to take another look at the physics of the game, I'll be playing with increasing friction values across the board once the jam ends.
This has a lot of potential (I particularly like the story idea of being held hostage by a bunch of aliens and having to complete tests for their entertainment), but ultimately the controls are holding it back. It feels like I'm slipping and sliding on ice constantly, which makes the game much more difficult (although it was also strangely fun). I would recommend much more drag on the player when they're moving and allowing them to move side-to-side while in the air to make the controls feel much more tight.
tl;dr: Could be a great game, but the slippery controls are holding it back.
Thanks for the feedback! I'll definitely be looking into the control scheme, I got too far into building out the character's physics/controls without a state machine by the time I realized I needed one.
I plan to come back and fully figure out this concept in the future. Regarding moving in air, it was a feature planned as a late game unlock (jetpack) being preceded by jump boots that let you move while jumping. Maybe just reduced movement in air without jetpack/boots would be better for the feel of it all, I'll experiment with it all. Thanks again for both the kind words and the great feedback!