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Inverse Pair's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 4.700 | 4.700 |
How well does the game fit the theme? | #1 | 4.700 | 4.700 |
Made within 3 hours? - testing this idea | #1 | 4.500 | 4.500 |
How much do you enjoy the game overall? | #1 | 4.400 | 4.400 |
Overall | #1 | 4.317 | 4.317 |
Audio | #1 | 3.600 | 3.600 |
Visuals | #2 | 4.000 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Amazing! Nothing to add from game design point of view! It was a great experience, very easy to learn and understand the goal, but still challenging to go through the levels! And the last scene with "You Win!" was a bit confusing! :D Didn't see it at first! Great work!
Thank you! 😊
And yeah that's been everyone's experience with the end screen haha... That was obviously rushed, though I kinda like hearing about everyone's experiences there 😅
I especially loved the level design on this! Made really good use of the negative space and the connection between the sides of the screens. The level structure also gradually teaches these rules, so great job on that!
I am getting the same bug as Snail Rhymer, but only when playing the HTML version on Firefox. On Chrome it worked fine.
Really nice level of polish on this. I seemed to get a bug that meant one of the goals was inactive:
https://imgur.com/a/0z6eHiG
So it was more just like a maze on a torus, which was still a lot of fun!
Oh jeez! That's a weird bug, I never saw that in my testing... Hmm... I don't know what would be causing that... Thank you for letting me know and including a screenshot!
A smidge more information - every level is still beatable (it happens on every level and it's always the black character's goal that's missing), so maybe the goal is spawning in already completed somehow?
If that was the case then it would be still there but black, it's most likely getting deleted alongside the previous level assets during the level transition. Probably has to do with my instance layers.
My infrastructure is always designed to make my level design as easy as possible, so I can place an arbitrary number of exits and the game will progress when none are left unactivated, regardless of number. So it would work the same with one, two, four, eleven, etc. exits.
Thanks for letting me know!
Ah, that makes sense. I was trying to work out how you could get to gates_completed = 2 when one gate wasn't there. That's a nifty little tip!
The the next level animation is cool! Also good level design!
Thank you!
so good
Thanks!
Looks like that level unbeatable, black boi just cant jump so hight. https://prnt.sc/rhbtkt But in overall game looks really polished, love how you manage to make good sound/graphic/gameplay/levels in 3 hours. Also big plus for interactive tutorial, you so smart present new mechanics to player.
Thank you! I really appreciate it 😊
Though that level is beatable, all levels in my games are always beatable, I don't release without playtesting them all at least once. But that specific jump is the hardest/least clear bit of the game.
really interesting, very overwhelming visually but gameplay ends up being smooth and fun
Thanks!