Beautiful, stylish, polished.
This is one of entries that really ticks all the boxes. It was a little frustrating how easy it was to waste water once you collected a load but that was probably more a problem with me than the game. Great stuff.
Criteria | Rank | Score* | Raw Score |
Judges Pick | #2 | n/a | n/a |
Polish | #3 | 4.576 | 4.576 |
Art | #6 | 4.606 | 4.606 |
Fun (Games) / Usability (Apps) | #9 | 4.121 | 4.121 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Beautiful, stylish, polished.
This is one of entries that really ticks all the boxes. It was a little frustrating how easy it was to waste water once you collected a load but that was probably more a problem with me than the game. Great stuff.
Yeah you should totally make it into a bigger project! I think it's mostly a problem with the player not the game but I'll try explain. For example in the first level on the screen to the left of the start, you can collect water, take it to the top right corner and then if you are facing the wrong way when releasing the water (towards the wall instead of the room) you lose it all and have to go back to collect more.
We have another great game for the LTRO-1 console here! I liked in all of this aspects (I want that boss music :O ), so I can say the things I didn’t like so much. It’s the collectables of the game. I think we have the coins, keys and hearts. I saw only one heart in the whole game ( I think ), I don’t know what the coins mean (points, maybe?) and also the keys are…weird. You can visit a place, solving a hard platforming challenge and you need to backtrack because you need a key. Also, I didn’t manage to open the treasure box on my first playthrough and only on my second one I found a key, went to the exit, managing I had a wrong key and going back to the treasure, getting the gold key and finally beat the boss. So yes, you should think more on the worst outcomes sometimes since it happened to me to have that :D
Thanks for the input! I should have made the keys more clear. I intend on making the full game into a dungeon crawler/vania game. I was trying to have as little prompting from me as possible. I really wanted to make the entire game without any language in it at all, but crunch time slowed me down.
I don't think the backtracking is necessarily bad, just I should have conveyed that it was a possibility. Maybe a sign in the first room that says find the keys?
Oh shoot, ok so the coins. For the final version of the game you're going to be able to buy upgrades for your staff, and for mounts. For this one I just put in 94 coins, 1994 was THE YEAR for SNES which is my biggest inspiration for most of the work I do. I wanted to incorporate spending the coins, but again, 2 weeks was crazy. I can't believe I got as much done as I did.
Again, thanks for the critique, it's super important to me :)
Awesome work, the art, music and controls were really nice and polished. The bubble shooting concept was really cool. Tiny bug I encountered was that some of the enemies sometimes got stuck mid-air:
Congratulations on making a great game for this jam!
THAT PESKY MOUSE! I thought I fixed that. Thanks for playing my game
If you want some help with pixel perfect in Unity, I developed an asset because of this jam! It works -WAY- better than the "PixelPerfect" script that is in Unity. That's what I used for BMATEN and was able to rotate sprites, but not lose that crispy pixelness (you can see this in the boss fight when his hands rotate) . I released the asset for free, as well as the steps to make your own if you need other dimensions :)
https://ldmoonstudio.itch.io/perfectpixels
Sure! Here's a video for you!: https://monosnap.com/file/prL3vwwfgUMrlw6eDqgxf6sudswojW
I did some testing and it looks like changing the size of the screen can cut off the sides of the walls? If I keep the window small to start, I don't have that problem. When I played this originally, I made the window larger at the title screen, so I couldn't see the side walls at all. Also it looks like if I resize the window the walls can sometimes disappear?
Such a cute & fun little platformer! The wall-jumping conflicting with double-jumping can be a little confusing, but other than that the mechanics are great.
I'm guessing you're talking about from the Bottom Right most room to the one above it. I noticed I would go up from the right side and it was easy to get up, but when I was trying to finish up the code I noticed the left side was stupid. I lookout to avoid that in future versions of this game. I plan on turning this into my big project. (well... it was always my big project, this was like a tech demo for it....) Thanks for playing! :)
the controls are very nice feeling, the boss is fun to battle, the puzzles are just the amount of toughness as to not be to hard, and the art is rad! this is only the first game I've played for the Jam so far, but I can already tell this game has a big chance of coming top 5
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