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Blossom; Escape From Muzag's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #27 | 4.229 | 4.229 |
Music/Sound | #41 | 3.686 | 3.686 |
Overall | #98 | 3.309 | 3.309 |
Technical Implementation | #135 | 3.000 | 3.000 |
Fun/Design | #172 | 2.943 | 2.943 |
Theme/Limitation | #216 | 2.686 | 2.686 |
Ranked from 35 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)?
The dragon is the boss and your are constantly on the edge of dying
Team Size
Quartet (4)
What main engine/tool/language did you use to construct the game?
Unity
Which diversifiers did you use, if any?
Infinity, By the Hand, Quick Run
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Comments
very nice aesthetic. the palette and ambient sounds all very good. would have preferred if the cursor had been hidden/locked to screen maybe? and would like the blossom was a different color or something to distinguish it, as well as the obstacles branches being easier to distinguish from the background. wasn't hard to tell after i figured it out, but it took a few runs.
high score 85! heh :)
Well done on your game btw, the music was insane
Enjoyed the artistic experience of a blossom frantically flowing through branches, cobwebs, and bugs. Visually parsing which branches were in the foreground, and which blossom was the one I was controlling, made it feel more immersive, in an unusual and interesting way. The controls were a bit awkward, but it is also kind of fun to awkwardly get caught on tips of branches. Being in the mouth of the dragon but escaping is fun! The art and sounds are fantastic. Love the attention to details in both. Wind chimes sound nice. Wish there was an even easier mode but I appreciate the different difficulties. Sad how the Enchanted Forest will inevitably be destroyed, it seems the last blossom cannot escape the clutches of Muzag!
We originally planned to have a secret ending if you got far enough, will possibly update it in the future. Happy you enjoyed the experience and we are currently attempting to tweak the game mechanics to allow it to run a little smoother.
Probably my favourite comment of the whole Jam. I love the insight and I feel like this perfectly describes how I envisioned the game being for the players whilst playing the game. I loved reading this to the last letter. We really hope you enjoyed the game and the energy it brings while you're playing it. Hopefully you can be the one that helps the Blossom escape the clasp of Muzags jaws!
:)
A nice concept, reminded me of flow. I would have like to be able to see a little further but overall the controls are very nice and intuitive. Well done!
By seeing further do you mean in the background or to the sides?
Sides. It feels a bit to close for me (maybe not others), but maybe have an option for a FOV slider.
Ah, we can definitely have a look into it. Thanks for the feedback!
Beautiful game. I almost gave up on it a couple rounds in but I'm glad I revisited the instructions and realized I was guiding the petal. After that it was a very enjoyable experience, but I think you should have differentiated your gameplay elements and art layer even more from the (beautiful) background layers. It could be difficult to tell obstacles from set dressing and tracking my own petal was rough when their were also petals falling in the background. Again, it was gorgeous, but distracting.
I dug the overall aesthetic and the take on the theme. This was a really impressive entry and your team should be proud.
Thank you for the feedback! As I mentioned, the trees were made to be obstacles initially so I didn’t think to fade them into the background to help players differentiate between the obstacles and the background. Changes will be coming, thanks for playing hope you enjoyed the game!
just make the branches more distinguishable, but I am repeating what everyone told already
It’s a change we’ll be making for sure, thanks for playing!
Cool visuals and mood. My only issue would be that it's very hard to tell what is a branch that would block you and what is a branch from the background. You should probably make a better color distinction with the background one, so it's easier to tell the difference between a branch that is relevant to the gameplay and one that is there to make the game pretty.
Good looking game !
The back trees were initially supposed to be part of the obstacles but we changed it to the front branches instead so I didn’t think to fade them back a bit more. We’ll be making changes after the jam. Thanks for your feedback!