The movement felt very frustrating but the way one 'feature' was implemented as such a core mechanic felt very refreshing. The art and music is impressive!
Great game! :D
| Criteria | Rank | Score* | Raw Score | 
| Art | #128 | 3.276 | 3.714 | 
| Theme Integration | #149 | 3.024 | 3.429 | 
| Innovation | #164 | 2.772 | 3.143 | 
| Overall | #197 | 2.583 | 2.929 | 
| Fun Factor | #243 | 2.268 | 2.571 | 
| Gameplay | #251 | 2.268 | 2.571 | 
| Sound Design | #276 | 1.890 | 2.143 | 
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game bring our theme, The Error is the Feature, to life?
I made a platformer where going down works a little better than intended
Did you include a fake publisher splash screen at the start of your game?
Did you use the Audius API in your game?
If AI was used in your game, let us know how you used it.
I used AI to assist with debugging and sometimes invention, but I ended up writing the final result
The movement felt very frustrating but the way one 'feature' was implemented as such a core mechanic felt very refreshing. The art and music is impressive!
Great game! :D
The 8-bit pixel art was super cute and i liked that you showed us the whole area at the start, this tells us what we need to do without even needing a tutorial. I also thought the idea was really great, and limiting this by not allowing falling through 2 blocks made it perfectly balanced. I also really appreciated the checkpoints throughout
In terms of gameplay, i found the player movement to be too fast, it definitely took getting used to but made precise jumps much more difficult, but thank you for infinite lives. The hit boxes for the spikes etc were felt fair. Unfortunately i got stuck in the yellow bit below the second chest to the left. I could not figure out where to go, so i left it there.
Overall, this was a really good entry for the jam Gg!
It was extremely hard. Loved the colors and the artstyle especially in the opening cutscene
This was truly my Silksong. Outside of jokes, the impossible jumps made me think how I could skip them but I suck at platformers and was doing that for every jump honestly. Also I'm dumb so that did not help. I wish there was a clearer way to let the player know which parts of the floor can be safely passed through without completely giving away the puzzle. Great work, I'll surely play it again.
Thanks for the feedback! If there was more time I would've added some instructional dialogue from the character to suggest certain things.
There were hidden rules like: You can't phase through more than one block or you'll suffocate, You don't experience gravity until a certain jump buffer has passed (making one part in the green section much harder). Also, I'm not familiar with what Silksong means to you, but I hope it is good!
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