The sequel we needed! And I didn’t even need to cheat this time :3
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Proximity Shift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1 | 4.533 | 4.533 |
Gameplay | #1 | 4.200 | 4.200 |
Overall Impression | #1 | 4.133 | 4.133 |
Overall | #2 | 4.078 | 4.078 |
Sound | #2 | 4.267 | 4.267 |
Polish and Completeness | #3 | 4.133 | 4.133 |
Art and Style | #12 | 3.200 | 3.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
License Agreement
This game may be used in a physical and digital multi-cart release and distributed by jam organizers as part of a digital archive (ZIP).
Comments
What I love about this game is how immediately apparent everything is. I had read absolutely nothing about the game until I started playing, and almost immediately understood the premise.
I’m strongly reminded of VVVVVV, in part because of the presentation (levels mostly themed around one color, takes place in space, difficult levels with quick resets, etc) but mostly because of the gameplay aspect of throwing yourself at a challenging segment for 3 hours and not even feeling that much of a rush when you do finally beat it.
The buttons for making your ship go faster and making the level scroll faster are obvious but excellent additions, adding an extra layer of planning to the game. I also really like how levels have multiple routes, so if you’re sick of trying the same route over and over again you can vary your approach a bit.
Oh, and also the music’s good too, yeah.
I had a lot of fun playing this game. Past the first few levels, it was getting pretty difficult, but once I figured out the right paths to take, it was just a matter of practice until I eventually completed them.
My controllers proximity has shifted from my hands into my TV. Really solid game, very satisfying to finally clear an area.
This one's fantastic and a good follow-up to Irritating Ship. Good mix of puzzle and precision. If you ever add on to it, I'd recommend a mode where hitting the walls damage you but doesn't kill you. I think that would be ideal for players who want to focus on the puzzle aspect rather than the execution.
I think that's a neat idea, though it's complicated by how this game is implemented. I use sprite 0 hit for pixel-perfect collision detection, so I know that a collision happened, but nothing else about it. That means I don't have the information I'd need to bounce the player back to a safe position. It might require a separate collision system on top of the sprite 0 hit, or something hacky like returning the player to the previous frame's position when collision occurs on one frame (but coupled with the autoscrolling, this could eject the player into a wall). I could let the player have iframes that let them briefly move through walls to a safe position, but I'd be worried about this either becoming an easy way to beat levels or the duration too short to get to a safe spot.
A more feasible approach to solving the same problem might be to remove the autoscrolling to remove the pressure that makes execution a challenge. For the faster stages, I suspect taking damage is likely to be followed very quickly by death, anyway, so no autoscrolling might be the way to go.
Thanks for writing and I appreciate the feedback; it's something I'll have to give some thought!
I really enjoy this one, but also think an auto-scroll-less mode--or maybe even a hold B* to slow scroll with a little bar than runs out while you do and refills with time, or something--would be quite inviting. -like the exact inverse of Excitebike's turbo/overheat meter.
*I just realized B is used for fastcelerate. ^^
Great execution and amazing tunes. The diagonal, moving maps really threw me. Impressive variety of maps for such a simple mechanic. Hard but fair!
This game was super adorable and pretty cool to play. Very nicely done, especially with the cramped dev time!
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