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A jam submission

Left To RightView game page

Game prototype made in 4.5 hours for Trijam #93.
Submitted by stpid juice (@stpidjuice), GoblinHat (@goblin_hat) — 2 days, 23 hours before the deadline
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Left To Right's itch.io page

Results

CriteriaRankScore*Raw Score
How well does the game fit the themes?#93.1824.500
Visuals#103.0054.250
Audio#132.2983.250
Did you make it in 3 hours (put 5 by default)#152.1213.000
Overall#162.2983.250
How much do you enjoy the game overall?#171.7682.500
Gameplay#171.4142.000

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?
4.5

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Comments

Submitted (1 edit) (+1)

You really set the bar high with the visuals, the gameplay is struggling to be on par. But for 4 hours this is mightily impressive and you should be very proud!

Congrats :)

Developer

thank you for the feedback, yeah the gameplay hasa host of issues but going into this our main goal was to test our art pipeline for longer jams, which I believe was a success. thanks again bro

Submitted(+1)

This is a bit of a mixed bag, honestly. There are definitely some good things here, let's go through them first:

1) Very good art, you've definitely done some work here and it was a pleasant to look at from start to the end! It exudes a very good cartoonish look and you have expressed a charming artstyle that works! The text was also cohesive in style which works well! Just good art makes the game look more polished and this is a prime example of it. I really do wish your music was more than bland to pair well with the art you've done here.

I have quite a lot of qualms about this but I'll go over to the most important ones:

1) I think you need some leniency, even in a rage game. You have to make the player fail by their own skills, not by external circumstances. Look at games such as Jump King, or Get Over It! What I mean is, your falling projectiles fall too damn fast - and we as players can't react to it reasonably at all. Additionally, the projectiles could also spawn right on top of you right when you start. You can punish inaction, but if it spawned on top of you at the very start - it can come off as unfair. Definitely reconsider revisiting.

2) This game can benefit a lot from having just a score system. That way, it will basically be a score-chaser. But that might not be in-line with your core experience you're trying to deliver so I will leave that to you.

But for closing words, it seems like this game is intended to tick you off - in a bad way, and unless you're directly going for that, or creating a core experience surrounding hatred (for life) - then it doesn't really fit well. Nevertheless, you have good points about your game and  that still demands celebration. Kudos!

Developer

Thanks for the feedback, personally we wanted to do this jam to test out our pipeline. in that sense we learnt a lot. I agree the art came together really well, teammate did a really good job there.

Gameplay-wise i'm not too happy with it either but I lost a lot of time early on trying to get the movement locking mechanic to work right, so didn't have a whole bunch of time to improve upon it. Thank you for bringing up a lot of good points, if I have the time between uni work I might revisit and implement some of these things.

ty broskiiii

Submitted(+1)

Just played and enjoyed it! Liked the game a lot.

At first it was a little confusing, but then I got the skills. Maybe the only thing that I didnt like was the end message. I know its a hard theme , but maybe adding a little more of hope could be better.

Anyways, I liked it. Congratulations!

Submitted(+1)

Visually very cool, I had trouble moving as well but I like the style a lot.

Submitted(+2)

Art Is Great, but gameplay is odd, and movement is glitchy. Would have also loved some music. 

Developer

Thank you for the comment! We are aware with some issues and will be working on the game a little more to try and iron things out. 
Glad you liked the art :)