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Trie 2 Die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 4.000 | 4.000 |
Overall | #2 | 3.788 | 3.788 |
Sound | #4 | 3.818 | 3.818 |
Overall Bad | #6 | 4.182 | 4.182 |
Graphics | #7 | 3.909 | 3.909 |
Modifier | #13 | 3.455 | 3.455 |
Overall Good | #14 | 3.364 | 3.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
Didn't add every suggestion, but there are quite a few of them
Any additional information for voters?
Instructions in the description and in game
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Comments
It seems like theres been a number of flash game throwbacks this year and this one was pretty entertaining!
The randomized controls were a neat twist, and dying in various ways with taht horrific scream was always nice. The art was perfectly crappy and the weird physics definitely fits under "So bad Its Good".
I sadly wasn't able to complete the game though, I made it as far as the sheep level before I had to call it quits and was unable to reach on top of the sheep.
For what I played though this was really neat. The one major flaw I think is the fact that the default size of the game screen is MASSIVE. Like it couldnt fit in a normal sized window, which while not a deal breaker is a bit annoying.
Overall though, good work!
I loved this! The game was just short enough where I was compelled to try get through as much as possible! I eventually reached a record of 167.22 which I was very proud of 😅.
The randomised controls idea was really good! I was soon figuring out ways to quickly understand the level, spamming buttons until I found the couple neccessary for that stage. It was fun to try and bring the speed up, when just to spam buttons and when to think more carefully.
The use of the modifiers was great, and there was definitely a good amount in here! The graphics and sound effects worked great and overall I just had a lot of fun!
I managed to reach the flying sheep level, but, with the randomized controls and incredibly janky physics, I wasn’t able to get the character up to the end of that level. I can see that this game had a lot of potential as a series of short platforming challenges/gags, but the randomized controls did end up souring the experience (seeing as most of the gameplay was spent trying to work out what button did what), making it a bit harder for me to properly appreciate the many setpieces in this game.
I liked the randomized controls, it made the game more interesting without making the platforming elements any harder mechanically. The sound design, art style, and the way modifiers were weaponized all help to bring this together for a totally unhinged aesthetic that I personally really liked
GOTY. Period.
This is a pretty funny concept, but I must admit I just didn’t find the randomized controls very enjoyable. It basically boiled down to trying all the buttons at the beginning of the level and then hoping you remember which button does which. I wonder if this would work better in a different genre, or maybe if the controls were switched up mid-level? Or maybe just speeding up the character a little would help. I feel like there’s some good use you can make of this mechanic, but the game is just not quite there yet.
Apart from that, the whole game’s vibe is definitely very SBIG, nicely done!
This reminds me of old flash games in its aesthetic and overall concept, which I like. If I'm going to nitpick, the graphics are definitely SBIG but the music is a little too good.
It's not always super clear how to die, but I figured all of the non-obvious ones out fairly quickly and every death was hilarious.
I have mixed feelings about the randomized controls. For most levels, it's fine, the randomized controls definitely make it more challenging but if the level isn't hard to begin with it's not a big deal. It's just an extra layer of hilarity. A few levels, though, require precise jumps and/or have dead ends in them. On those, the randomized controls become more frustrating than fun. The baby one (I think) was particular bad for this. There are hard jumps with dead ends and you have almost no space to figure out the controls in the first place. The sheep one was annoying because of a barely-doable jump, but at least didn't have dead ends so I eventually got it. Keeping the same controls on level restart instead of randomizing them again would help in levels like the first example but would also preclude rerolling a particularly bad set of controls, so I'm not sure if the change would be a real improvement.
EDIT: One technical issue as well: I had to zoom way out in the browser to make the game actually fit in my browser. The default size must be for people who run 4K monitors at 100% or something.
i cant beat the first part
It often feels like you've tried pushing every button but then you'll realize you haven't. It messes with your mind.
These are the instructions:
Those 6 controls above are randomized, so you might have to use F to walk right for example.
Restarting the level is always the R button.