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Hex Messenger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Most Innovative | #8 | 2.449 | 3.000 |
Excellent Game Design | #9 | 2.449 | 3.000 |
Excellent Sound | #9 | 1.225 | 1.500 |
Audience Favorite | #9 | 1.429 | 1.750 |
Excellent Writing | #9 | 1.633 | 2.000 |
Excellent Art | #10 | 1.633 | 2.000 |
Best Use of Theme | #10 | 1.837 | 2.250 |
Best Overall | #10 | 1.633 | 2.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I actually kinda like the idea of a 3D platformer where the platforms don't have discernible outlines! It made me approach traversing the level with a different mindset. Manipulating the camera to best assess whether or not something was above or below me, and then enacting on my plan to jump up or down to the platform, felt pretty good.
One thing I'd advocate for doing if time is extremely limited during a gamejam would be to very quickly slap text at the top left of the screen that explicitly states the controls for the game. I'd imagine it'd take no time at all to do, and I think it improves the experience a lot when I don't have to look at the jam page itself for the controls. With that said, I hope y'all learned a lot about Godot during the jam!!
This is a platformer where you try to collect all the messages which have been left in the network (as best I can tell, the lore was only presented during the presentations and didn't make it into the game). The mechanics are challenging due to the platforms being a uniform color, so it's hard to see where they are. YMMV, but I'm not the greatest at parkour, so that issue made the game too difficult for me to be able to win.
No, that makes sense. Honestly, there was alot we wanted to do, but we were constrained by work and family obligations on top of learning a new game engine. Still, thanks for playing it nonetheless!!!