Really hard game, but I managed to get to the end. I like the idea of controlling gravity, and in the future it could be more developed, to make different heavy object. Something like the scull now, but even more noticeable. Basically play more with that concept of gravity, it could be interesting. But I don't know if it would make the game more puzzle oriented and if that is something you want.
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Unlock Web's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1218 | 3.438 | 3.438 |
Fun | #1299 | 3.167 | 3.167 |
Overall | #1439 | 3.247 | 3.247 |
Originality | #2061 | 3.135 | 3.135 |
Ranked from 96 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?
You are the key. Join yourself with the lock to proceed further.
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
Comments
I think the theme here is pretty loose, but the gravity mechanic is pretty cool. However, a lot of the puzzles relied on twitch reactions or timing and felt very difficult and not in a good way.
There seems to be a lot of content here for a 48 hour jam. Congrats on making this! Well done!
I loved the gravity idea and had lots of fun with the puzzles. The boss fight was a bit hard, but thats probably good. I liked the graphics and think, that they are well fitted for the game.
Great game!
I would argue that you are also joined to the skull that eats the locks (I know that is not true and you just changing the gravity but it sort of feels that way) It almost has an 'escape the room' vibe to it and it is an interesting cross between a platformer and puzzler (at least that's the way I saw it). It does get quite tricky at times since I want to move "up/down" when I'm on the side walls by but the game still requires me to move left/right. Unless that's intentional for the design you are going for, I would recommend adding an option to change left/right controls to up/down then the player is no the side walls.
Nice style, it changes from the others game. Btw to be honest I am not quite sure to get the storytelling behind :)
For the gameplay and controls part, In my opinion you could get more impact with sharper accelerations or gravity.
Congratulations for making it and thank you for the play!
This game has very innovative game concept and fresh approach to genre. However, the thing I'd change is making more appealing graphic layout. Anyway, your game has great potetial for further development, good job! :)
Very clever & unique concept! Great level design, very fun puzzles to solve. I dig the art style too, I dont know why you choose gothic/dark theme in a game about lock & key, but it works!
One thing that I'd add, maybe change the control scheme depending on the gravity, I think it's better you use up/down when you are on the vertical wall, just to avoid accidental death, its confusing enough that when gravity was on the left, right arrow key become move to the left and vice versa.
Regardless, awesome entry! Marvelous job! :)
hi @meckyr thanks for playing the game, I have seen many people are confused about the controls, you are right when on the left wall or ceiling arrow keys should work reversed, actually I coded it the way that no matter on what wall you are left arrow key would always move you down and same goes for ceiling and ground too but actually its my fault to not inform players for that.
nice and simple really hard, probably could've slowed the difficulty progression down a little bit, but thats a big issue with game jam games. all in all great job
I feel like there needs to be more gravity-based games, as they seem to make the most interesting platforming challenges. The art style was appropriately spooky, and the game felt long enough, without overstaying its welcome.
The control scheme irked me a bit at the beginning, but I changed my mind by the final level. The introduction of the cannon that only shot right made me realize that the majority of the game's difficulty was learning an unintuitive way of moving, and by the time you got to the end, you should have gotten used to it enough to dodge a moving object in an open room. Adding the cannon at the end nicely combined a final test of the game's puzzle, with an entirely new one. Pretty Neat!
My only real complaint was that the random movement of the boss kinda detracts a bit from the puzzle-solving nature of the game, because some movements make the boss harder than others. I had trouble hitting him more than twice for most of my runs, and then he ate ten shot at once by slowly moving across the floor.
Nice Work!
I killed the boss and got the golden key! I liked the game, moving around with gravity was much more intuitive then with the arrow keys. I am not sure how to solve that, maybe by having gravity on the keyboard and movement on the mouse might help, fun game.
Cool concept, well executed :)
If you come back to it, I think it would be more intuitive if the movement controls were just up/down/left/right matching the screen direction; getting confused was definitely my most common cause of death.
I had fun making it to the end though :)
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