There's a lot going on in this game. It definitely felt overwhelming at first, but eventually I kind of got the hang of it and managed to survive all of the levels. I found the inability to move diagonally a bit jarring, and it felt like there was enough work for 3 people to do instead of 1, but I liked the variety in tasks, and the logs are super cool. Nice art and sounds too. Good work!
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Charcoal Patrol's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #42 | 3.600 | 3.600 |
Music/Sound | #46 | 3.300 | 3.300 |
Theme/Limitation | #73 | 3.100 | 3.100 |
Overall | #78 | 3.120 | 3.120 |
Technical Implementation | #92 | 2.900 | 2.900 |
Fun/Design | #113 | 2.700 | 2.700 |
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 implement the focus, Multi-Use?
Multi-Use is as a focus is applied to the player character's ax (as a tool and as a weapon), wood which the player can interact with (as environmental utility and resource), and the control scheme (a context-sensitive Interaction button, a tiered-charge ax swing button, and multi-modal vertical movement)
Team Size
Completeness
What tools did your team use to construct the game?
Godot 3.5, GraphicsGale, GIMP, MediBang Paint Pro, SFXR
Which art and audio did you / your team NOT create?
The music, stage transition jingles, and menu sound effects which were licensed via a Humble Bundle.
Which art & audio did you / your team create BEFORE the jam started?
None!
Which diversifiers did you use, if any?
Quick Run
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