Play OneLife
OneLife's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2 | 3.333 | 3.333 |
Gameplay | #3 | 3.400 | 3.400 |
Innovation | #3 | 3.133 | 3.133 |
Overall | #4 | 3.233 | 3.233 |
Theme | #6 | 3.067 | 3.067 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username(s)
Ticamad#9349
Leave a comment
Log in with itch.io to leave a comment.
Comments
Very nicely done and very polished!
Thank you!
Hey,
I really like the actual game play idea. It's pretty similar to Pontypants submission to Brackey's gamejam but I don't mind. I am not sure how well the "one life" theme fits to the game play idea. I think the controllers are bit harder than Pontypants due to the sphere collision which makes it harder to balance two or several balls on top of each other. Balls needs to be exactly on the middle so the top ball does not drop off. Pontypants game colliders are rectangular which makes better use of the whole top collision width which can add interesting addition to the game play, in my opinion. (look for Pontypant's submission to Brackey's game jam from the YouTube)
Anyway, this is one of the better working games without any bugs per ce and actual levels for a bit longer experience.
Good job all in all! Keep up the good work!
Thanks!
I didn't know about Pontypants' submission, I discovered the mechanic by accident when working towards another. I agree that the circle colliders were a bad idea, I originally used the circle colliders as a placeholder for a future sprite/player model, and at a later point just went with the circle idea anyway. (I did add a small box collider on top of each player with higher friction to keep players aligned on top of each other, shouldn't fall off if you line then up against a wall).
Anyways, thanks for your feedback! :)
Ok, to be honest i was literally in the middle writing some things about what i did and dint like about the game. i wrote some things down in notepad that i would make sure to mention for each level in my comment but i kept losing track of which level i was on because i was getting too involved in the game while playing through. So I've decided to stop and just say its pretty swag. The levels were really fun, controls are simple but there is a lot you can do with the multiple characters.
Still, holding F to see the whole level never really had any use. I genuinely forgot about it after like 1 level. I might use it more if it was toggleable, i hope you can figure out why that broke it before.
Thanks for the comment! :D
If I had more time, I would have implemented some more mechanics having to do with each induvidual player (def something I would add if I continue development on the game). I found a workaround/revamp of the F/see map button that would make it more practical, which I think would give it a better use.
Well made! I stuck at level 7 and i really like this player duplication system! Again thanks and hope you will win :)
Thank you! :D
Honestly discovered the player duplication system completely by accident while working on my first concept lol
I really liked this game, it was challenging, while also not losing the understanding. I knew what to do for each level, it was just the case of doing it, which I love in puzzle games! ( I know some people think differently)
I Never felt confused, it was always very linear.
The Hold F to view the level thing was cool, I used it a few times, but I feel the game didn't really need it.
Thanks, glad you liked it!
I agree that the F to see map button might be slightly useless on most levels, although there are certain situations you might wanna think about what to do before doing it, since some of the levels are pretty large. Although something more subtle would probably fit the game a bit more.
I had some problem with the game.
Lack of toggle on Full map preview, I really don’t like trying to hold “F” whilst trying to maneuver through the puzzles.
A formula for a good puzzle game is “A difficult logic puzzle to solve, but easy to execute”. This game lacks this, once I know how to solve a particular puzzle it is still a challenge to setup the characters to line up perfectly how you want them. There is one level specifically where I feel like you need hit the edge perfectly so that u can land on the other ball.
Level design isn’t the best, the controls are a bit clunky and difficult to control especially in the air.
Sometimes it’s difficult to see what can kill you when you are focusing on the level since it does not stand out.
Half way through the game I completely forgot what the colors meant and wasn’t sure if I should collect “Blue” or “Green” first. Could be fixed with better icons for those elements.
Hi, thanks for your feedback.
1. Originally I had a toggle map preview instead of just a hold-to-show kind of thing, although I changed it because it resulted in issues later on, and I had to redo a lot of the camera work after making it. Definitely should make it an option though.
2. I agree on this one. Because of the limited physics I wasn't able to perfect the controls, and some situations can be annoyingly difficult lol. (Most levels have multiple ways of reaching the end goal, in the walkthrough vid I believe everything was done the simplest)
3. If I would redo the game, I would end up changing the size of the tiles and the player movement (jump height to start off). I would have to re-design a lot of the levels to be compatible with these changes though.
4/5. Agree, if I continue production on this game I would probably remake a proper map system, along with clear instructions on what has to be done, like using actual sprites instead of colored portals.
Appreciate your criticism, thanks! :)
I enjoyed to play this game, I had to die and restart a lot though !
Well done, the puzzles are nicely made.
Thanks!
The difficulty curve could've been a lot smoother, since a lot of different mechanics are thrown at you at once. If I continue this project, I would definitely fix that
Honestly the difficulty is fine to me.
My comment was more about the game not fitting the theme too much cause you keep dying and restarting your actual level, instead of a definitive death. But I must tell that a definitive death and having to redo everything would have made this game a terrible experience.
Nice game man.
Thanks!
very nice and clean game
Thank you
Great job
Thanks!