Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Rainbow Crystals: The Literal Worst PlatformerView game page

I made it in 3 hours, it had way too many bugs, I didn't go into overtime, it's just a bad game, but here it is.​​
Submitted by jorkmorks — 12 hours, 24 minutes before the deadline
Add to collection

Play Bad

Rainbow Crystals: The Literal Worst Platformer's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#201.7682.500
How much do you enjoy the game overall?#202.1213.000
Audio#221.1791.667
Visuals#221.8862.667
Did you make it in 3 hours (put 5 by default)#232.8284.000
How well does the game fit the themes?#251.2961.833
Overall#251.8462.611

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
Around 3 hours, maybe like 10 minutes over

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Listen, you shouldn't call your own game bad. It can be bad, and you can know it's bad, but everybodys first attempt is bad. People aren't gonna play a game that the developer itself calls awful a multitude of times, especially when it has no screenshots or images and requires a download. Gamedev is hard and everyone knows that, you shouldn't be so hard on yourself :)

Developer

Look, thanks, but as this isn't actually my first attempt at a game, it's just the first thing I've actually submitted to itch.io, I don't want to try to hype something up that I know is bad. If I decide to improve this game later, I'll probably change the branding, but for right now I think it's fair to call it what it is, given how little time I had to develop it and the weird hiccups I encountered on the way, I just think I'm being fair to myself and the game by calling it bad. I'm not too bothered if people don't play the game either, I don't feel like they're missing that much and I really don't mind it. Thanks for the vote of confidence though, I'll try to be a little more fair to myself I guess.

Submitted (1 edit)

Feedback after playing first 2 Levels.


In Unity go to your Player Sprite and change the Filter Mode from Bilinear to Point (Unity tries to make your Pixel Art Smooth which is not good Point Mode just displays your pixel no trying to smooth the edges )

For the Tilemap I would suggest this video to fix it.

Furthermore, give your Player a Rigidbody2d and set his gravity there so the fall will get faster after time (like in real life)

You are really a talented pixel art maker keep pushing!

Developer

Oh, this is my bad, I forgot to give attributions for the assets I used. Let me fix that quickly.