Nice ambiance. I like the heroine and how she had that princess peach dress floating feature.
Please try my game if you get a chance!
Criteria | Rank | Score* | Raw Score |
Presentation | #2407 | 3.167 | 3.167 |
Enjoyment | #3396 | 2.556 | 2.556 |
Overall | #3755 | 2.630 | 2.630 |
Creativity | #5284 | 2.167 | 2.167 |
Ranked from 18 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?
The typical hero that is supposed to save the princess cannot jump, the princess must `Saviour Self`
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Nice ambiance. I like the heroine and how she had that princess peach dress floating feature.
Please try my game if you get a chance!
Nice pixel art! Some of the movement mechanics could use tweaking, but I had a good time nonetheless.
Nice game, but I must say the text walls contrasted wrongly with the nice pixel art. Also, the level is pretty confusing, you are not told where to go. Plus it has a bug where if you quickly double jump you jump insanely high. The level wasn't all that challenging, with a bit of pacience it can easily be beaten. There are other bad things, but it really isn't a bad game, it did reel me in and once I was in I didn't want to quit once.
The game has a nice vibe to it... I like the pixel art, and the lighting effects! The movement needs some tuning though. The level design is quite challenging, one wrong move and it's back down the dungeon! Good job on a charming game! :D
Okay, I had to quit early because that camera is genuinely hard to handle, it creates this weird mix of motion sickness and headaches lol. I'm not even sure what it is, some kind of pixel perfect snapping with... enormous pixels? I don't know, but it's pretty rough.
The mechanics are similarly... sudden. And the idea is a bit boring, it feels like the very first idea that came into everyone's head, and it doesn't really do the theme justice. We struggled with that as well, as it's very easy to run into the trap where you think you hit the theme by just playing someone else. But I don't think that was the idea.
I don't want to be too harsh, because I saw some potential there, but the camera just absolutely killed me, I can't play this for longer, sorry :<
Damn sorry you weren't a fan, tbh I hadn't even noticed the pixel snap I might've set some settings up a tad wrong. I can understand the idea beng a little basic, ideas under pressure is not my strong point but I did like it anyway. Could I get a little detail on what made the mechanics feel sudden? Were they just boring? Not enough variety? Didn't fit the game world theme? Don't worry about being harsh, I appreciate the feedback ❤
I'm not entirely sure how to describe it, it's probably not the mechanics alone but the combination with the camera. You just press a button and suddenly the entire screen just seemingly snaps to some place, it feels pretty abrupt and, well, sudden. Snappy movement is good, but there needs to be some kind of smoothing mechanic on top of it. Could be as simple as a smoothed (or even mostly static) camera. Not sure, needs some experimenting, I suppose.
I enjoyed the clever ways in which a singular enemy type was reused to create various different challenges to overcome.
The core platforming mechanics were in need of some tuning though, the camera failed to look ahead in the direction of travel to give some much needed telegraphing to what was upcoming especially when falling. The Jumping is floaty which might be intentional due to the dress flaring up but it broken as you can rapidly tap it when on the ground to jump 3/4x the normal jump height - this did save some backtracking when falling through the level though.
The level design was interesting but undone by the jumping bug. I appreciated that falling down in certain sections would result in a loss of progress rather than out right death but this was a source of tedium later into the level. A simple checkpoint system might have provided some relief from the frustration.
Overall though, this was a good platforming experience build in a very short time. It had some interesting moments of pacing given the restrained use of only a few core mechanics and some creative obstacle design. I would have appreciated the theme been applied in a more tangible way other than via a superficial framing device.
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