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Traveler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #1 | 4.667 | 4.667 |
Use of Theme | #1 | 4.333 | 4.333 |
Gameplay Enjoyment | #2 | 3.667 | 3.667 |
Overall Enjoyment | #3 | 3.333 | 3.333 |
Overall | #3 | 3.722 | 3.722 |
Creativity | #3 | 3.667 | 3.667 |
Audio | #5 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I wanna start out by saying the the pixel art, animations, and background look amazing! The movement also feels very responsive as well. Good work!
Below are some notes on the game as I played through.
Overall I thoroughly enjoyed the game!
Btw I had a question. In order to switch between dimensions did you have 2 tile maps or did you do it using some other mechanism? I am wondering what method would be the most efficient for that kind of effect. In my game I had a 2 isometric tile maps (one for walls and one for the floor) and to switch between dimensions I swapped out the tiles based on a dictionary map.
P.S: I noticed that on the game page under the "More Information" section Robinaksen is the only listed author. If you want to add additional authors to the game, Robinaksen can do the following:
P.S.S: In the future you should think about releasing WebGL builds for your projects. I think it makes the game more accessible since it is available to others regardless of the platform. Also some like myself are a little unnerved about downloading an unsecure program onto our computers.
Hey, thanks a lot for your helpful feedback!
- regarding you being stuck in the dialouge: it is actually written in the first page of the dialouge that you have to click the left mouse button, but of course it can happen that you accidentally skip that by clicking with the mouse :D
- about the hitbox of the spikes: thanks, this was pointed out from multiple people that played the game and we will make the hitbox smaller from now on
- the info regarding the custom control, music and itch.io usage, etc. was very helpful!
- the bugs/inconsistent mechanics probably happened because we forgot to place some tiles, we will try to fix that. Maybe it helps to add a small effect when you failed to port because of the mechanic? those are good suggestions tho
overall its cool that you enjoyed playing the game!
since you wanted to know how we implemented the switching mechanic: we just built the same level a second time a few units below the first one and just added or removed from the y position of the player to teleport him up in one or down in the other level
OMG the Y position switching is so simple yet so genius! I had so much trouble activating and deactivating objects since I was working within the confines of a single tile map at the same position for all dimensions but now I won't need to Thanks! Btw are u using cinemachine to follow the player? In another game jam I had a space ship that would teleport when crossing the boundaries of the play area. The cinemachine camera would be jumpy when that happened so I had to set the damping to zero as it got to the boundary. Did you guys do something similar?
Thanks for the huge feedback, very helpful to get a detailed review like that. Helps to improve yourself as a developer/designer!
To be honest about the y position teleporting. The main problem with it is, is that it's super susceptible to human error like you already noticed with wrong warping and stuff like that. So you gotta watch out there, except that, good luck with it!!
Yes! We used cinemachine to setup the camera . There is a handy command you can use: OnTargetObjectWarped() (https://docs.unity3d.com/Packages/com.unity.cinemachine@2.3/api/Cinemachine.Cine...), basically you just have to give the camera the vector3 where the target warped and you should be fine! Also we only used one confiner object with it and just teleported it with the player.
Glad you enjoyed our game! c:
Oh cool! Didn't know about that. Thanks again for the developer insights!
The Art was absolutely stunning, amazing how you pulled it off in such a short time. The use of theme definitely made me think of "Multiverse".
However one thing that really took away from the game and stopped me from enjoying it as much as I could have were the hitboxes for the spikes. They felt really sensitive, especially from the sides, because of how sensitive they were it meant that sometimes even though the spike was on the block diagonally up to me, If I walked too close it would kill me, which stopped me from getting a good enough run up for a jump.
Despite the hitboxes, the game felt really polished and I loved the art work, Good Job !!
Most people feel the same about these spikes haha, we will definitely consider this issue when creating future games. Thanks so much for the feedback! :) We're happy you enjoyed it!
No worries, good job on it !
Cool game. It was hard to time things right and sometimes the universe shifting wasn't responding, but otherwise a solid platforming take on multiverse.
This is the kind of game that came to mind when the theme of "Multiverse" was announced.
Great Job!
Thanks for playing! Hope you enjoyed it! The universe shifting is explained in the first level, it tells you that you cant shift, if you would die in the other world. It still seems to be a bit non-intuitive to have it like that, we will try and figure out a way to enhance this concept. Thank you for the feedback!