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Exodus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #13 | 4.400 | 4.400 |
Music/Sound | #57 | 3.500 | 3.500 |
Overall | #66 | 3.480 | 3.480 |
Technical Implementation | #102 | 3.200 | 3.200 |
Theme/Limitation | #119 | 3.100 | 3.100 |
Fun/Design | #127 | 3.200 | 3.200 |
Ranked from 10 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)?
You're always on the edge of death, especially with all the saw blades. There is also a race against the boss at the end.
Team Size
Quartet (4)
What main engine/tool/language did you use to construct the game?
Unity
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Comments
Thanks for all the comments. We wanted to tweak the controls more but ran out of time. I still think it came out pretty well all things considered. The most difficult part was dealing with the grapple mechanics and integrating that with the normal player controls.
Really impressive character controller for a jam game. I know how hard it can be to get all of those features in a working state, so big ups on that!
This looks, sounds, and plays pretty well. A few things of note, though:
1) I like having the double jump for this kind of game cause it's great for helping me correct my jumps and can allow me to try and push a little extra distance to maybe try and skip a part if I'm skilled enough. Only problem is, your standard jump is so shallow that you're using the double jump for almost every jump as it can allow for way more height than the standard. For instance, in the boss race. Getting on to the wall should only require one jump to make as it is relatively low but you have to double jump to make it, and in the bit after where you have to dash through two spike gaps, you either do it while falling or you double jump because your normal jump just can't do it. I'd consider buffing the normal jump or remove double jumps entirely as there just isn't much use for it
2) The wall jumps are a little hard to do. You have to stay clinging to the wall and redirect where you're going after you jump rather than with the jump. Having the player have a little time that they cling to the wall when they push to the other direction can allow for a much easier time of using it. In other words, a little coyote time for the wall jumps would be nice.
3) I noticed 2 bugs. One was with the grapple that it can just start moving down sometimes, and if you let go, you shoot down pretty fast. The other was sometimes your player would be "destroyed" but you don't actually die. The sprite just plays the death effect and disappears
All in all though, this was really fun to play. I liked the little story you had put in, the game looks really cool, and the challenges you provided were pretty good and doesn't require exact precision from the player. Good work
Such a good vibe and super meat boy feels. The character feels a bit floaty, but I can't be mad about that because it's insanely hard to create a good character controller during a game jam. I absolutely adored the art and the atmosphere, nice job!
Cool ambience and mood. The level design of early levels were cool but I got stuck on the first level that challenges the wall hanging, there' s hook and then a small part of the wall on the left that you can hang on, there was another hook up there but it was impossible to reach. I feel having to hold the directional input for the wall hang was unecessary (unless there are other part of levels that was requiring it) probably leaving the player hanging there and having to jump to get off would've felt easier to control. Also there was some kind of slow down when jumping, I would build momentum with the run then it would feel like I would instantly lose horizontal speed when jumping, it felt unnatural and hard to predict the jump.
Cool ambience, cool visuals, those robot dialogues were cool. Nice game.
GG!!!!!!!!!!
Really nice art and music! Movement's a little weird but it's not too bad. I enjoyed it :)
Nice game, I like the visuals. The controls feel a bit unreliable. The hook doesn't grab sometimes or just releases even if you are holding the mouse button down. Also the jumping from the hook or from the walls feels a bit weird. But other than that, very cool game, well done!
I get kind of a super mea boy vibe... This game needs some polishing though.
The controls feel very finicky and there's just not enough speed. What is there looks very good! I really like the graphics and the music fits in good as well.