I really liked it, deeper than I expected, heheh. Congratulations on the great work.
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The Darkness In Our Minds's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.000 | 4.000 |
How well does the game fit the themes? | #1 | 4.538 | 4.538 |
How much do you enjoy the game overall? | #2 | 4.077 | 4.077 |
Gameplay | #2 | 4.231 | 4.231 |
Audio | #8 | 3.538 | 3.538 |
Visuals | #15 | 3.615 | 3.615 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
All three hours!
Comments
Very neat little idea, also nicely implemented. The only major complaint I have is that the controls could feel a little tighter, but I know that platformer controls are hard to get perfect and three hours is a short span of time. All in all, pretty strong entry, well done!
Wow Kenny, really great entry! Nice minimal art, I like the ambient music and the sound. The game is challenging, strategic, and fun. I really actually think you should expand this one into a full game, I'd buy it!
Minor things I would tweak if you keep working on it:
1. Coyote time (a small bit of hovering past the collision data on a jump)
- if (!player.on_ground && player.did_jump && player.was_on_ground_last_frame) { // don't move them down, pretend they did jump}
2. Auto-start the level once the player's put down all the torches
3. Gravity is a bit brutal, maybe turn it down a bit
4. Make the player's movement acceleration based, rather than if (KEY_W) { player.x -= 2}
Right now, this is my game to beat for the week, really well done! 23/25 stars
Thank you for the detailed feedback! It means a lot to me that you think it's so well done - I wasn't really feeling all that good about it during development, so it really lifted my spirits.
Regarding point #4, why do you think the movement would feel better if it were acceleration-based? I don't think most precision platformers do that (or if they do, the acceleration is incredibly quick). I'm reusing a character controller I wrote myself, so I could easily turn on the acceleration, but I thought it would be better without it.
Ok, I went and did some research:
1. Mario Bros 3 (not really a precision platform, but anyway..)
- acceleration/deceleration
- inertia in air is maintained when you let go of the button
2. Super Meat Boy
- very small acceleration, immediate stop on ground when you stop pressing the button
- inertia in air is also maintained
3. Celeste
- seemingly no acceleration or deceleration
- inertia in air stops when you let go of the button
I was actually a bit surprised to see that was the case in Celeste. So it seems like the answer is: SOMETIMES :P follow your heart! I still think gravity should be reduced ;)
I like a lot the 2 phases gameplay. Nice idea and well made for a 3h dev. GG!
I fixed the bug - I forgot to export the file saying how many torches you get per level, so it thought you only get zero... I'm really impressed you made it all the way to the last level through sheer memorization! That would be an interesting twist, but my original concept was to only make you memorize small patches of dark of your choosing. 🙂 Thanks for playing!
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