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Langit Lands's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #184 | 2.687 | 3.800 |
Technical Implementation | #250 | 2.263 | 3.200 |
Overall | #257 | 2.348 | 3.320 |
Graphics/Animation | #262 | 2.404 | 3.400 |
Fun/Design | #266 | 2.263 | 3.200 |
Theme/Limitation | #303 | 2.121 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
There are couple bosses in the game. Some stands on the edge, some forces players to go to edge.
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
OpenBoR
Which diversifiers did you use, if any?
Retro Palette and Hidden Secrets
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Comments
I do not prefer the raving on the background, but i like the game look. Bullets getting destroyed off the screen is not a enjoyable feature.
Changing islands is very nice feature, because those form a different type of levels and more variety, and also the borders to the each arena comes from the ledges.
It's good you have a way to modify the controls and sounds, so here the regulation of preferences is not the subject of an appeal. I like how you can change the direction of the bullet. I'd like to see more different shoot bullets and on the levels i would like to see some special objects and some ground elevations to make "levels" more interesting. Flying bullets would be more notable to react at them.
the variety of enemies and encounters is great, with a great pacing. I had a hard time with the controls, i couldn't move while jumping unless i stopped pressing the jump key. Also i could figure out how to change the shooting direction, got stuck when i had to fight 2 flying enemies that i couldn't reach. The music is great and i liked having the track name and artist shown on-screen, game has some cool details
Great work for a solo dev. It took me a while to figure out how to extract a RAR, but the game ran smoothly afterward. I appreciate that you added story background ... who doesn't want to just nap? But when I saw the idle animation for Blobo I started cracking up. Way to tie it together.
A variable height jump would have been nice. There were times I'd take a hit from a projectile because the jump height is fixed (and I should git gud) and that was a little frustrating. Took me a moment to get a feel for the controls, but once I did it was an enjoyable play.
I really wanted to find those hidden secrets, but after multiple runs the thought of going back to the earlier phases sounded too boring to maybe make it to the next phase. I think a checkpoint every other encounter would be generous, but still challenging.
Overall, great jam game!
A fun game, though the controls aren't super tight. Blobo feels super heavy, and holding Z after jumping prevents moving left and right. But overall it's a solid design.