Play poggers experience
vaulthook's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1 | 4.111 | 4.333 |
Follows the Theme | #2 | 3.689 | 3.889 |
Originality | #2 | 4.006 | 4.222 |
Overall | #2 | 3.821 | 4.028 |
Fun | #3 | 3.479 | 3.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The graphics of the game are really good. Good job! Getting a hang of the rope mechanic really makes the game fun but still challenging. The animation is smooth too. The concept of the game is pretty good.
One thing to note tho: Players are unpredictable. You have to make sure you don't assume they know anything about games while making the game. For instance, they wouldn't know to use A, D, and Spacebar to move their character. There should also be an indication what the enemies look like and that they can't be touched. Although that is a given for most of us, it's still necessary for non-gamers who want to play your game.
It took me a while to understand how to fly but danggg the flying feels real good m8 (gives me some Titanfall 2, AoT, and other rope flying game vibes). A good note is that people tend to associate the word "push" with pushing a button like that on the keyboard. It wouldn't hurt to give a sort of lengthy or in-depth tutorial on how to use the rope mechanics and how to propel your motion by positioning the mouse in order to teach the players on how the game works. I would also suggest maybe removing the circular border as it kinda limits the flow gameplay when flying through the air. But other than that man, this game is a real beaut. Really nice pixel art (and the duck just adds the right hint of unique comedy to it lol), abit of a shame that there's no music but overall, you've got something really solid man, great job!
Very unique game and nice aesthetics.
To improve:
1. Put markings or arrows where the players should go next because it was confusing.
2. Put instruction for controls like the W-A-S-D
Good job for making this game. In my opinion, you can improve this game by changing/adding some game mechanics. These are the following:
Leap of Faith: I'm not sure if this is suppose to happen, but sometimes I land perfectly in the first land. When that happens, I usually can't play since I can't move my character. I also noticed that you need to attach your "pole" on the left side of that pole. I think it would be better if you make it so that the player only needs to do this action since it's more of a "tutorial" of the game.
Mechanics: When I first played the game, I am so confused what to do since, w-a-s-d doesn't move the "pole". I think it would be better if there's a help button to indicate how to move the character.
Given the time and acads, this is a pretty good game.
If you still want to improve your game and have the time to do it, you could use these advices. Overall, I enjoyed the game. It was challenging and interesting. Good Job :))).
hmm... pretty good.
the visuals are astounding and the concept is cool. i absolutely love the platforming and enemy-throwing.
that slow-mo effect after the first leap of faith is pretty neat. controls took a while to figure out (maybe elaborate a bit more on this somewhere, e.g. a how-to-play menu) but were responsive nonetheless.
though i personally didn't mind the lack of audio, you may add some in the future. some calming bgm and a few sound effects should do the trick.
overall, this game is pretty poggers. if given more time and effort, this could pass as one of those popular hyper-casual rage games ;)
game was fun to play. took me some time to get the hang of the controls. the design is also cool. very poggers.
Theme Interpretation by Aspyse:
I thought of a mechanic to use "enemies as weapons". Then, tried to make the rest of the gameplay depend on it. Its the player character's only way to deal damage directly