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Very nice, this game definitely stands out as one of the best games in the jam ( and I've seen quite a lot of good one's recently )!

The game is smooth: The player is snappy and responsive ( no wonky physics or delay ), and the dash and ground-pound were fun to use! The game is a bit challenging, but nothing felt too bad ( more on that below ).

I kept on forgetting the theme while playing this, as I feel that there isn't much here to do with "To The Top", but stand alone this game still feels great and almost like a finished project.

The game has a lot of interesting gimmicks ( e.g. breakable crates, levers, spikes ), but they should have been spread out more through the game. Other than that, they are extremely well made and fun to interact with, but I didn't see them being used with each other effectively ( combining and matching together gimmicks to make new ones ).

The game in some ways feels like the levels could have been split up more with shorter sections, and that mechanics could have been first introduced in seclusion before mixing and matching them together.

A lot of the level design feels repeated or random, but the gameplay feels so good that this isn't too much of a problem ( since this is for a game Jam ). I also feel that some of the design was kinda unfair ( e.g. random spike placement ), but nothing felt too out of pocket.

The artstyle is an extremely bold choice for a game jam ( 3D assets despite being a 2D platformer ), but I believe it payed off- as the game looks gorgeus! The sheer amount of original 3D assets and decorations is amazing, and looks even better with the extra 2D assets as well. The main character is nice and greatly constrasts against the background, making them easy to see.

Overall:

This is absolutely well made and polished to it's finest. No bugs, no glitches, it's playable, and even has a menu! I am extremely impressed with what you've made, congrats!

WARNINGS:

Please don't follow all the advice people give you, as sometimes it's just not right for you or completely bogus. Try taking everything with a grain of salt and try to see what works and doesn't for you.

(+1)

I agree with pretty much everything you said here, especially about the level design. originally, there was going to be a lot more in this jam version of the game, including a more fletched out tutorial level that slowly introduced these mechanics. But I gave up 2 days before the jam ended, and lost all that extra time to work, but 3 hours before the deadline, I rushed to finish the levels seen here and didn't put much thought into them. It's definitely not my proudest work.

You still did really good with everything else in the game, and considering how you made the last few levels/sections in 3 hours is really impressive ( I had to pull an all-nighter just to make sure my game was complete, and rushed the last few puzzles in the game ).