I thought the presentation was fantastic. This is definitely one of the best looking and best sounding games I have seen this jam. The presentation is definitely up to the quality of something I would purchase. However, I did have a couple problems with the gameplay that caused me to not get super far. The spider enemies being able to jump upwards through the platforms, knocking me off and making me start completely from the beginning felt extremely unfair. Additionally, while I appreciate the free look feature, some of the off screen jumps felt a little too difficult for how long it takes to get back and retry the jump. Overall, fantastic art and sound worthy of being paid for, but a few game design missteps made it difficult to fully enjoy. With a few small tweaks, you have a really good game on your hands.
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Small Might's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #101 | 3.825 | 4.571 |
Audio | #137 | 3.227 | 3.857 |
Overall | #149 | 3.466 | 4.143 |
Authenticity (use of resolution restriction) | #176 | 4.064 | 4.857 |
Gameplay | #193 | 2.749 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
One-member team, being the programmer, artist, level designer and composer, all at the same time. This jam sure tested my strengths and limits.
Was the resolution a challenge?
One problem I've got was making sprites and tiles visible. With the power of feedback and techniques used by other consoles (eg. Game Boy Advance), I managed to make the sprites stand out. Another problem was making sure the player sees where they go. It's been solved by implementing a moving camera option.
What did you learn?
I've learned that I still have a lot to learn about game development. For the next jam, I will make sure that I have a GOOD plan before starting and keep things SIMPLE, because in this jam I might set my goals a liiittle bit too high :)
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