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Pathfynder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 3.801 | 4.250 |
Overall | #4 | 3.801 | 4.250 |
Visuals | #4 | 4.249 | 4.750 |
Did you make it in 3 hours (put 5 by default) | #6 | 4.472 | 5.000 |
Gameplay | #6 | 3.578 | 4.000 |
How much do you enjoy the game overall? | #7 | 3.130 | 3.500 |
How well does the game fit the themes? | #8 | 3.578 | 4.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
~3 hours
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Comments
The idea is great but with it has stressed me out too much. You could put some kind of indicator for the people that just fell a hundred times in the same room like some semi-transparent blocks indicating the way to go or some kind of rapid respawn.
Also found one bug: the player accumulates speed when touching the ground that makes the gravity go like crazy when the player falls. Just a simple trigger on the feet should do the trick.
I really like the abstract approach and the visuals/audio gives me antichamber-vibes. Loved that game.
The idea has a lot of potential.
Is there some kind of indicator that would make it possible to prevent falling down? If not - that should be the next thing else it's just slightly frustrating trial and error.
Very good job for the time frame though!
You can technically tap against the edge, and if you see a dip you know that's the wrong way. There's only one instance where this isn't true (my mistake). If I had more time, I would've added a checkpoint once you were halfway through each room.
Might've taken too abstract of an approach for the theme of this jam, lol.
If anyone wants the solution, here you go: