The lighting doesn't allow you to see anything properly. Despite using Unreal Engine with top-end embedded technologies, the game looks bad because of the terrible lighting. Climbing in the mud was quite unpleasant, but this is the only game feature that I found interesting when used correctly, but I'm not sure if the mud was used correctly here - if it was the only unpleasant element and the path was clear, it could be great, but it's just an additional discomfort. Sometimes it's not clear where to go at all. Overall, I didn't really enjoy it because of that. The game could have been much more interesting, even if you had just turned on the normal bright lighting.
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Dashbloom's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun & Design | #13 | 1.581 | 2.500 |
| Graphics & Animation | #13 | 1.897 | 3.000 |
| Music & Sound | #15 | 1.265 | 2.000 |
| Focus & Theme | #16 | 1.581 | 2.500 |
| Technical | #16 | 1.265 | 2.000 |
| Overall | #18 | 1.423 | 2.250 |
| X Factor | #19 | 0.949 | 1.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Not in-game but on the game page
How did you implement the focus of the jam, speedrunnable?
The air-dash ability allows for time-saving shortcuts, timer during each run and a countdown at the start of them too,
Team Size
Solo (1)
Will you continue work on the game after the jam?
Undecided
How does your game apply the theme, Nature? (optional)
Natural looking materials, level design was meant to be tree-like as the player ascends it.

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