Nice game.
1, There should be sound, music, and polish.
2, There should be more stuff,
Besides these, nice game.
I would be very happy if you would play my game.
Criteria | Rank | Score* | Raw Score |
Fun | #900 | 3.370 | 3.370 |
Originality | #1828 | 3.228 | 3.228 |
Overall | #1989 | 3.022 | 3.022 |
Presentation | #3195 | 2.467 | 2.467 |
Ranked from 92 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player uses the toilet paper roll he is tethered to, to get around the level.
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Nice game.
1, There should be sound, music, and polish.
2, There should be more stuff,
Besides these, nice game.
I would be very happy if you would play my game.
The game has a very unique presentation. The gameplay is similar to rage games like getting over it. Pulling yourself towards the toilet paper feels weird though, as it only feels significant if the toilet paper is not moving. Overall, it's an interesting game.
I used the touchpad and it was amazing. Great great game. Absolutely amazing. I loved it
Loved this! Bouncing up and down while shooting the toilet paper was super satisfying
This was really tough, but it was super fun, too. I was really stuck on the kill-zones near the bottom of the level for a while because I wasn't sure what was killing me. Some better visual cues would be really helpful there. Outside of that I just kept spamming left-click and managed to get through most of it fairly easily. Still loads of fun despite being able to cheese it, though. Nice work!
I cracked up laughing reading the description, and then when the game started was pleasantly surprised to find it was actually a really fun getting-over-it style of game, a genre I usually dislike but here really enjoyed because of the movement and controls. It felt really fluid and fun, the level design was difficult but not frustratingly impossible like most getting-over-it games, and was just long enough to not overstay its welcome. Great game, I hope your little brother managed to get out of the toilet safely in the end!!
By the way, we played your game on our stream last night!
This was fantastic, the controls seemed as though they should be counter intuitive but actually felt extremely responsive and very well balanced, getting through the level was challenging but really rewarding. The title is perfect too, and it's definitely my favourite theme so far
The derpiness of getting over it but a lot snappier controls, love it. Some of those saws really come out of nowhere and feel a little unfair, but still a lot of fun.
very fun but I couldnt reach the end sadly It teleported me back the start whenever I touch the cieling!
It' stupid, but in a good way, and flying across the map was fun.
Lol - Took me a bit to get it going but well done - Making a game in 48hr is hard
Nice movement mechanic, but I wish the first click didn't already pull you, or that the second click was the one that recalled the paper roll. As it is I ended up killing myself a lot for not double clicking or triple clicking right away to be able to click away from hazards that were previously offscreen, and its a bit uncomfortable for me to to mash left click.
Thank you for the feedback my friend, this is really valuable!
I've been toying around with the amount of push and pull quite a lot, trying to remove the feeling of being out of control -- the kinds of death you describe I've had on several occasions myself.
Ironically, I added it with the focus of giving the player more authority over where they are going, but I've heard from several people now that its unintuitive.
If you don't mind chatting to me about this - do you think adding an animation would help with this? Or maybe remove the possibility to spam the throw, in order of enforcing a slower, more deliberate gameplay style? Hmm, or maybe remove the second throw as you suggest, but implement air strafing??
Its definitely something you'll have to experiment with and figure out what matches the game best, you already have some solid ideas on how to tackle it, air strafing could help for sure. Something you can try is adding another button, for example the first left click throws the paper roll, any left clicks while the roll flies pulls you towards it, right click recalls the roll. Or the roll flies away from you but doesn't pull you until you make it, but that might need some other changes.
great game, truly bizarre visually. but I thought it was well made and fun.
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