The idea's really cool and i'd like to see more of it. I have one bit of feedback i'd like to give you tho, the 2 jumps before you press the button where if you hit the ceiling you fall, i'd personally avoid those especially in the first levels where the player hasn't gotten used to the controls and feel of the jump yet.
Play game
Stasis's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme/Limitation | #100 | 3.636 | 3.636 |
| Technical Implementation | #109 | 3.364 | 3.364 |
| Overall | #134 | 3.291 | 3.291 |
| Graphics/Animation | #138 | 3.364 | 3.364 |
| Fun/Design | #138 | 3.364 | 3.364 |
| Music/Sound | #205 | 2.727 | 2.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game utilize the limitation and theme?
My game utilizes the theme by incorporating a time loop mechanic. Whenever you fall off the map or pick up a collectible, a rewind effect activates and you are transported to the beginning of the level. The limitation plays off this mechanic by allowing the player to take different paths and access further parts of the level as they gain powerups such as movement speed increase and new abilities, or trigger events that alter the level's layout.
What was your team size?
You worked alone
Which of the following content in your game is NOT 100% newly made for the jam?
Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)
If your game includes any of the optional challenges, select them below:
Use a theme and/or limitation from one of the past 8 Bits to Infinity jams in addition to the main theme
If you did any of the optional challenges, explain how they were used:
I did the the Theme Party challenge with the limitation "Game encourages speedrunning" from the Speedrun Game Jam. My game is based around reaching a specific point in a level within a time limit. The objectives are placed in a way that forces the player to optimize their movement to reach it in the time limit. Also, the movement is designed to be snappy and responsive, giving the player more control over their movements. The level design complements the snappy movement system and allows more advanced players to optimize their routes by incorporating small skips and harder jumps.





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