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Blood Cavern's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #2 | 4.167 | 4.167 |
Audio | #3 | 3.500 | 3.500 |
Stability | #6 | 4.167 | 4.167 |
Game Feel / Polish | #6 | 2.667 | 2.667 |
Art | #7 | 2.833 | 2.833 |
Gameplay | #9 | 2.333 | 2.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What generator did you use? If it's not the one on the jam page, provide the link.
LetsMakeaGame Generator
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Comments
I agree with the other comments. I couldn't really explore the world and progress through the level since it was so hard to control.
Other than that, I liked that commander voice and the sound in general.
I didn't really understand how I was supposed to move around, since the entire body wobbles uncontrollably, and I still don't get how it worked. Maybe an explanation would help.
Thanks for the feedback, I didn't expect people to have so much trouble with the controls especially because the voice tells you how they work, with right click allowing you to "control" the wobbling. The game page has a list of controls, but it seems there are two pages, a jam one and a game one. I guess I should expect players to be less patient when the controls are unusual and provide a better explanation.
Oh sorry, I'm so ignorant! My mistake.
Still, even knowing that RMB made me stop auto-aligning, it didn't really help much. I still found it incredibly hard to jump around, especially with the direction of gravity constantly changing.
In hindsight, this is really good rage game material, maybe for something like Getting Over It.
Oh wow, now I definitely understand the value of instructions. I wouldn't consider this a rage game at all because I became accustomed to the controls! There's a specific way you're supposed to use momentum and gravity in the game to do acrobatic maneuvers. The most basic one is to jump and turn off the auto balance as your character is bouncing upright, which of course sounds way more complicated than it is, but is also a pain to explain in a way that is understandable. I think what I could do is include step by step instructions with graphics for the intro area. Honestly the only area where jumping like that is super necessary is the beginning, because I wanted to teach the player the movement mechanics.
Remember to kkep in mind that since you're the developer and you have been playing the game for a lot longer that your players, AND you know exactly how everything works and feels, something easy for you could be a nightmare for others.