Very cool concept! I did manage to beat the entire game. I like, that the ability removal stations also serve as checkpoints, making the game not frustrating and I really enjoyed how keeping different abilities has different benefits. However, a lot of segments are very short, which makes sense in a 48 hour jam, but lead to a lot of abilities disapearing very quickly. Sound effects would have also been nice. Overall though, this is a fun game!
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Power Forsaker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2751 | 2.776 | 2.867 |
Creativity | #2943 | 3.098 | 3.200 |
Overall | #3140 | 2.862 | 2.956 |
Presentation | #3528 | 2.711 | 2.800 |
Ranked from 15 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 "role" being reversed is the typical role of the player: getting stronger. Instead of this, players get weaker as the game progresses.
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
Comments
I like the mechanics! Reverse progression is a very interesting idea. The controls are a little hard to use, but I do still think the game makes its point pretty well!
Fair critiques all around. It's not impossible to make it past that section without attacks, but it is very difficult, and I don't blame you for thinking it was impossible. In retrospect, wall jump probably should've been a separate button, but I figured we were already asking the player to remember a lot of buttons and wanted to simplify things a bit.
I think this is an idea worth exploring and could lead to interesting level design.
However i think for a 48 hour game jam scope, there are far too many abilities to choose from. Right from the start i'm removing an ability that i haven't even had a use for yet, which doesn't feel particularly interesting. I lost the dash and ground pound before reaching a green turret enemy. It was impossible to get past this enemy at that point. This is something that imo shouldn't happen in a game like this.
The movement controls feel a bit spongy, quicker deceleration would help here. The wall jump wasn't working well for getting out of pits.
I hope this doesn't sound too negative. There's a lot to be proud of in this game, well done!
It actually is possible to make it past that section without any attacks, but I made it way too difficult to do so. The idea was that it would incentivize players to keep the ground pound. I don't blame you for thinking it was impossible. Definitely should've raised the ceiling up.
Good points on the deceleration and wall jump height as well.
Also, don't worry about sounding too negative. It's critiques like this that make games better!
Nice idea!
Really feels like an unique take on the "roles reversed" theme.
Starting up the game it feels a little bit overwhelming to have so many abilities and not sure exactly how they work, and some of the keybinds were not the same as the game said which made it a bit confusing.
I felt a bit more comfortable with fewer abilties to manage to be honest :D
I really like the character art, but the rest of the art doesn't really match the same style so it looks a bit out of place. I think the character hitbox made the jump feels a bit clunky as well, especially in the tight "staircase" part of the map where your jumps need to be precise.
Really impressed that you manage to design a level that works regardless of what abilities you decide to discard. Well done!
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