Love the presentation on this one!
Problem though: the background wouldn't load for me for some reason. To gonna hold that against you, because it looks like it's working fine for everyone else, but here's what was logged in the console, if it helps: `[.WebGL-0x55eba04fa820]RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?`
Simple concept, but it works pretty well! The main problem I ran into was that since the background didn't scroll, it was often disorienting, and making it feel like I wasn't moving when I was
I had originally wanted to do a Mario-style jump, where you fall faster than you rise, but I didnt know how to do that in a physics-based game engine. Guess that was my trade-off for using a game engine that let me get it done on time, but I hope I can make the jump feel tighter in any post-jam version
I was a bit worried about the random nature of the game, but it worked out pretty well! Instead of the randomness holding it back, it was more the feel of the platforming; it felt really floaty, yet jumps were quite low for how floaty is was. All in all, this is a decent game!
Clever puzzle design, and a fun little story (though I didn't see the ending, cuz I couldn't get past all the puzzles). There's just a few small things (sfx, backgrounds, etc) that would have pushed this to its full potential. All in all, I like it!
Fun concept, but I feel like the difference between easy and hard modes should have been different. It would have been easier if the direction was randomized in both modes, with the difficulty coming from the balance of positive vs negative targets. On easy mode, I ended up with a screen flooded with innocents, losing point quickly; i feel like that should have been what hard mode was
RNG-wise, there aren't any points in the game that require good RNG. There is one bonus life (at the very end) where RNG is needed after collecting it, but that's the only spot, and no required paths need it. It's probably still my fault, as I didn't communicate very well how the shifting mechanic chooses its movement
This one really made me feel the out-of-control theme, and the sound design was probably one of the biggest contributors to that, so good job there! I also loved all the humorous elements scattered around the game
Fun idea, and a really hard challenge, though I feel like it could have fit the theme a little better. I also noticed that the death barrier for falling feels a little too high up; since you have double jumping, lowing that barrier would allow someone to recover rather than just instantly dying.
I originally had the hearts as gems, meant as bonus points, and switched them to lives to add a bit more challenge, but looking back, I do think I should have kept them as extra collectibles. Maybe even could have added a secret ending for getting them all.
Thanks for your feedback!
Thank you so much!
And, just so you're aware; I didn't make most of the art. I used a premade tile-set, and its probably pretty obvious which assets came from the tile-set, and which I made during the jam
thank you so much!
I would have loved to add animations, but I worked alone this year, no artist (aside from using a premade tile-set for the blocks). It'll probably just have to be one of those post-jam additions