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Nice work! The pixel art is great and the music fits well.
I liked the level design, especially the Super Mario Maker-esque reverse psychology trolls with an arrow pointing where the good outcome is after the player gets trained otherwise ^^
The controls were pretty good (the character could be a little lighter but that's just preference).
I liked the boss at the end and the "looped plot" ending was great as well.
All in all, cool game!
Also, feel free to check out my submission, it's a platformer as well!
On a sidenote, I wouldn't smooth camera movement when using Unity's Pixel Perfect, it makes it jitter a lot. You could lock it on the character with some movement buffer in y axis (or even better use a static cam and move it only when needed).
Great graphics and amazing audio!
I love the outrun/Tron-like style, the character and environment look awesome!
The music is really great as well. I especially love the breakbeat track ^^.
As for the gameplay, the platforming controls and camera handling are okay-ish (alright but a lot could be improved). Also, I realize it was for the theme, but the trial and error gameplay loop is pretty lame in my opinion :/ (Although the "YOU WIN" screen and victory music did make me laugh the first few times ^^)
The theme is pretty strong though and overall it's one of the better games I've seen on this jam! Great job!
Also, check out my game if you want, it's a
disguised platformer as well!
Super polished and some nice level design! The graphics, music and sfx are great as well.
As for the theme, I'm guessing switching the rules on and off could be associated with lie/truth dynamic (the rules are never lies though so I'm not sure if it fits that well).
Great work though!
I'm glad you liked the concept! Sorry for the frustration :( Unfortunately in-game cursor isn't tied to actual cursor position so even a smallest lag can mess a lot with it's movement. As for the audio, it isn't at all how we wanted it to be. 90% of our sound designer's work didn't actually get implemented into the final build (some bad planning). We will probably upload a fixed version in the future.
Anyway, thanks for playing!
Haha, I was wondering if someone would come up with a similar concept and here we are!
Do you know how to reproduce the bug? I don't think anybody reported this issue before.
Anyway, thanks for feedback, see you on the next GMTK jam!
Solid game! I love the slo-mo and the John Wick/Super Hot vibe. I see some comments saying the controls are not that great, but I disagree. I like that i have to balance between standing in one place to shoot accurately and not dying ^^. I also think it makes it stand out from similar games (like hotline miami-esque games, twin-stick shooters etc). Oh, and holding the roll button is super crazy, haha! Great job!
Wow, super interesting! It's like looking at a 2D world through 1D lens. Working out the environment in complete "darkness" is so much fun! That's an awesome take on the 1D, completely different from what I came up with. I also really love the mirrors. Outstanding job!!
Oh, of course! I didn't specify how I would want to reward the player and a leaderboard is certainly a great way to do that! Although even simple thresholds of moves could be enough (ex. granting a star(?) for fewer than 20, 15, 12 moves). This would also give the game some replayability.
Hey, thanks for feedback I'm glad you enjoyed it!
I know I wasn't clear enough when it comes to the goal (hence I wrote it in the description later). I hoped the animation would convey win condition good enough but turns out there is much to be done in the tutorial area.
As for difficulty scaling and level design, I was running out of time and as a result some levels are much less polished than others.
Brute-forcing levels could be disincentivised by rewarding the player for solving levels with as few moves as possible. If I had had more time (or better planning) I would have certainly added that as well as more levels, better level design, and maybe an Undo button.
Thanks for playing, I'm glad you liked it!
Yes, I was aware of the moving back and forth strategy. It would've been less of a problem if I had either better planned some of the puzzles or included some sort of incentive for winning as fast as you can (like a turn limit or reward for minimal amount of moves). Unfortunately I was out of time so I had to submit - I would love to include more and better thought out levels.