Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

SplitiverseView game page

You just jump and shoot, easy right?
Submitted by ednekebno — 1 day, 22 hours before the deadline
Add to collection

Play game

Splitiverse's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1154.0354.035
Story#1293.1583.158
Fun#1633.5963.596
Mechanics#2143.3513.351
Sound#3072.8772.877
Music#3203.0183.018
Aesthetics#4662.9472.947

Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
1

Did you use any existing assets? If so, list them below.
Heavy Iron Hammer by laxattack1226 on opengameart (modified) Mixamo Animations ReadyPlayer.me Music from https://www.zapsplat.com

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 47 to 28 of 47 · Next page · Last page
Submitted

Very nice concept! Does the platforms on the upper dimension get harder more you shoot at the lower dimension? If that is the case it's a clever way to solve the spamming. Nice game!

Developer

Thanks and well spotted. Yes. 

Submitted

Your game is confusing and fun at the same time.Well done.

Submitted

Your game is so much fun to play! I like the concept and love the quick messages on the screen after dying! Great game!

Developer

So, thought I'd leave a comment myself. A general theme is that you can just spam the space bar to fire and concentrate on jumping. You can, but it makes it harder for you. Each axe thrown/shot causes a hole in the sky/ground above. So you have much more jumping to do and you're more likely to come across difficult jumps (although it prevents all impossible ones). I left it in as a play style the player could choose but coded it out as effective by that relationship between the axes and the holes. It's just not visually clear that's what's happening (there are some technical reasons for that) and maybe the dialogue can point it out. Basically it needs communicating better. And that's a great point for me to learn and make improvements in it. I think I missed also that in the learning curve for the game spamming axes probably is easy for a while and then the player can get locked down in that idea - a kind of false local optima of their gameplay. If I progress it further I'll see what I can do about that and there have been some great suggestions. Anyway...my main reason for a comment of my own here is that as I've played it too much I wanted to drop a video of the two different styles of play in back to back sessions as I think it clarifies it:

Submitted

33.2 seconds :) I liked the dialogue on the endings, they had different things on all the times I ended up dropping down. 

Game itself works on the theme well and it was easy to play. Very simplistic though, but I liked that the map wasn't always the same on the top one, it had some variations at least (not sure if procedural or just different ones made).

Spamming space made it so that you could only focus on the upper one, maybe have some ammo that only the upper one could catch by jumping (obviously that would also need some kind of coding/making sure that enemies wouldn't be popping up when the player has only shot at enemies and got every ammo possible) :D 

Developer(+1)

Thanks. You made the map - the more you hit space, the more gaps appear in the upper level :) I love the idea of ammo or something so the upper one affects the lower one too. I'm not sure I'll take it further than the concept it is now, but if I do then I'll include something like that.

Submitted

Nice concept, nice dialogue. I like games that doesn't try to force the jam theme, and I think your game pulled it off well. It does not necessarily have to be high-def vs. low res, there are other possibilities your game can expand on. Good job!

Submitted

Very neat concept; having each version only able to do one thing is super interesting and allows each to shine. 

I enjoyed the dual artwork as well.

Only minor complaint is you can just spam the fire button and then you don't have to worry about the bottom dimension at all. Great job! 

Submitted

Clever concept!

Submitted

Nice job, real challenge to multi task. Never seen that before, cool.

Submitted

Cool concept I enjoyed it.

Submitted

Good arcade game. It's creative that you used player input to determine the generation of the level.

Submitted (2 edits)

[edit] I went back to check, am I in fact creating the holes when I throw the axes?! But you kindly prevented me from creating unpassable gaps??

93.9 is the best I could do! I don't know why a game with only two buttons is so difficult for my brain to handle, I did a lot of jumping when I meant to shoot and viceversa. I found it was easiest if I just kept shooting at all times and concentrated on the jumping. Speaking of the jumping, I found the bits where there's two tiles set up next to the other with the first lower than the second to be the toughest to navigate. It's also a little bit unintuitive to know which gaps can be safely run across, though I learned those fairly quickly for the most part.

The dialogue exchanges are a fun touch in the game over screens, I got to the point where they ran out of memory. :) Based on the story I think it would have been really neat if every destroyed enemy actually did open up a hole in the top half of the screen, making it so that the player really is responsible for creating the platforming section while also being forced to do so in order to defeat enemies. It would also prevent the player from simply mashing the attack button since there would be a bit of planning on where and when to create holes that could be traversed. It really does work that way! I just assumed wrong since there's always a jump which can be successfully made even if I'm spamming the attacks nonstop. Wow! :D

Developer(+1)

Thanks for the comments. 93.9 is a very good score. And yes - the holes are created when you throw the axes but it avoids situations that would make it impossible for the player to jump. So throwing axes makes jumping harder but never impossible - the player is always going to die but I wanted them to know it was timing that they could get better at than because this impossible situation came up.

Submitted

That's fair! If I'd come upon a huge pit I couldn't possibly jump I'd probably have been confused and not realized it was my own fault. Maybe some sort of animation showing the axes fly upward into the dividing platform and breaking it? I know as it currently is they have to create the holes further along and out of sight, but it's an idea if you had interest in pursuing the game's concept further. :)

Developer(+1)

Yup, good idea...thanks - that connection between axes/holes could be clearer and that would definitely do it and be a more visually interesting game.

Submitted (1 edit)

The writing and progression of dialogue really stood out. It was a pretty funny version of graphics wars. But what really shined for me was that even though it was a rather simple runner approach, it actually had some cool depth in that the actions in one dimension impacted the other. At first, I was only sparingly shooting when I needed to, but then on my 3rd try I started spamming the shoot button and realized how much that changed the jumping side. 


It's really cool how that almost makes the player create their own level on the fly and creates an almost automated balancing of difficulty. So cool.

Submitted

Funny dialogues ;) 

Submitted

it's simply jumping and throwing, but the story at the end is where things going!

Submitted

Cool game and good job on keeping the controls simple. It's hard enough paying attention to 2 dimensions at the same time! The dialogue every time one of them died was great. Good job on this one!

Submitted

This is well made. It is hard to divide my attention with lightning reflexes and reaction for determining when to jump and when to throw an axe. This is most likely because I am old, I want to look at one spot not take in two screens, just call me old fart. It plays well and does exactly what it set out to do very well. Great Job!

Submitted (1 edit)

Very nice. Dynamically generated. I liked the music as well.

Submitted

Fun/challenging game, cool concept. I like the "two dimensions" aspect to the story, along with the variety of comments made when you lose. Well done with the time allotted!

Submitted

It’s a nice concept; I like the idea that you’re going with, the HD dimension and the Pixel dimension, but I think the execution could be better. One is the visuals; I think it would be nice when it’s like in a futuristic setting. Still, I liked the funny dialogue at the end and how the main game was endless. Good job!

Developer(+1)

Thanks. Funny you should say that - I did originally intend a futuristic theme. There were two things that changed my mind. The one was that I wouldn't be able to prepare enough graphics in a game jam timeframe to do that twice. The other was that the emphasis is on there being an HD dimension and a pixel dimension. I felt the setting then needed to be very neutral to highlight that difference as as soon as you put a more themed setting on it detracts towards one or the other. Thus I left the primary focus on an HD character and a pixel character.

Viewing comments 47 to 28 of 47 · Next page · Last page