I wish I had time to finish the game! The game is great as it's concept (which means it's awesome) and the sound effects and music made it very addicting. Congrats for the team!
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Else Walker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #60 | 4.179 | 4.179 |
Ranked from 302 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
OH MY GOSH!!!! I wish i could give a game 10/5 stars! And I thought "what goes up" was this year's decisive winner, BOOOYYYy was I wrong! What can I say? I love this! It's clunkiness only adds to the feel of working with an old machine and trying to indirectly control a character! Music if TOP NOTCH! Up there with the likes of C418, Toby Fox, Disasterpeace, and many other well known indie game composers! The character design is simple and cute!
The actual design premise is super clever too! Applying programming to platforming is so out there and so unexpectedly good! I love this and need need NEED more of it!
Hi there !
I liked the effort you put into the introduction to learn the mechanics and give an early atmosphere. The floppy disks feel weighty as if real, and color code is quite helpful.
I can't help but notice some similarities with a previous work: https://joqlepecheur.itch.io/ifpotatomeetsflagthen Was it an inspiration by any chance ?
Good work !
Oh I didn't know about this one! I was actually kind of riffing on Baba Is You
https://hempuli.itch.io/baba-is-you
Thanks for showing me this though! I'm gonna dive in for inspiration!
Excellent concept and representation of the jam's theme. During the first levels it feels more like a puzzle game, but once spikes appear, the reaction skill required by platformers starts to emerge, and I think that's what makes this game so great.
The sound effects of inserting and removing disks feel pretty well. Background music is pleasant, and give the game a great atmosphere. I liked the graphics too.
It was a great experience both at the mechanics and aesthetic levels. And the way you present the game during the first scenes is wonderful.
_φ( °-°)/ We'll appreciate if you rate our game: Slow Ride.
Great stuff. Only beef I have with this game is that I felt I lacked some of the tools for "precision control" once the spikes are introduced. It felt like I have to put the cartrige in and out just to sync jumping and walking from time to time.
Might be a simple level design problem, and might be a simple "I am an idiot that missed something" problem.
Either way, I really like it. And the music and SFX are just so perfect for it.
I liked it! On a pure genre without mechanic sense, I feel that platoformer without direct input isn't it exactly. It's a great game. Cool ideas. Wonderful simple coding. But for the theme I think it just doesn't fit perfectly. That's why i gave it a 4/5. Also, I'd suggest giving the robot zero roll after coming to a stop. Maybe that's part of the difficulty, but I found it annoying when i thought i had planned something well only to have my next move be off because he was a little farter than I anticipated. Great game overall (even if I didn't finish it >.<. I plan to. Maybe after the jam :) )
Played for a while and read the post-mortem. What's there is brilliant, and it seems like you have the rough parts figured out already (based on the post-mortem). Charming and straightforward, but definitely needs that on-off switch! I'll be keeping an eye to see if you take this one further. Great work!
Good? Nah. Great! Simple? In the BEST ways! I tried my best to break it and I guess I just wasn't creative enough haha. For a game made in 47.5 hrs this is fantastic. For a game made over months this would STILL be fantastic.
Gripes??Well it wouldn't be a game jam if I wasn't just a lil critical. ;D
I found that I had little incentive to have my moves fully plotted out. For a lot of it, I was just using one command set or constantly switching the [Else] input. The [Input] mechanic is super clever for puzzles, forcing me to plot my moves ahead of time which encourages that problem solving part of my brain to go off. Love it. I would like to see it fleshed out though to where I was taking full advantage of all the commands, perhaps level design laid out in a rhythmic way that allowed for easy (though, maybe a little hurried) switching of inputs, mimicking that off a frantic gamer playing a precise platformer. (there was an instance of this in the game, which is what made me have these thoughts)
-EDIT- Upon further reflection I've found that this "platformer" plays more like Castlevania and less like Super Mario Bros and I guess I'd just like it to play more like Super Mario Bros (aka having solid momentum). So more of a subjective critique than an objective one, I'm afraid.
I found my best time (even with a head scratch or two) was had at the end when the game forced me to think fast or die. I really had to have things plotted ahead of time and memorize the layout of the level and that's what I think this mechanic is fantastic for.
Good. Heckin'. Job, me boyo! -Love BAM
This is a very interesting and well-executed concept! I think out of all the programming-related entries I've seen this one does it best.
Interesting game and with a great sound design
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