Attention Due to unforseen circumstances, we only had less than 24 hours to finish making our game. It has broken mechanics and the art makes it hard to navigate. It is, ironically, falling appart in all aspects possible. Nevertheless, we appreciate any words of critique and are forever grateful if you manage to even execute our project file.
Movement WASD + Arrow Keys = Movement; Space Key = Jump + Confirm; X = Exit Game; R = Reset Level; M = Goes to Menu; ESC = pause game;
You are capable (at times) to wall jump and glitch through the floor. We cannot predict when either will happen, have fun on your way to madness!
Artists Note I used Blender to make these assets and it was a little pain in the booty; but they were quick to make and looked different from what I've done so far, so hurrah for me?
Programmers Note Hmmmmmm, Ahhhhhhh, Why is this not working? I didn't even... I didn't touch anything. Why? It was working five seconds ago?! I don't deserve this. Do I deserve this?
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Lv. 3
Hello. Gave the game a good seeing to! It looks like there's already been some feedback so won't tread on old ground. I really like the background environments.
Just to help out a little I think I should mention:
- I couldn't hear sound so I wasn't sure whether I did something wrong or not.
- I think it might be a good idea to update the picture for the 'store front' (it's currently blank). Would have gave this a shot much sooner.
I had fun messing with the mechanics. Well done crossing the finish line, not everyone gets to do that.
SubmittedNuts and Bolts Bot
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Lv. 10
For starters, I really enjoyed the graphics; they remind me of the prerendered 3D art style that was popular in 90's games like Donkey Kong Country or Myst. Aside from teleporting through the ground a time or two, I didn't have too much trouble with the engine. It did take me several attempts to reach the goal, but not because of glitches - the intentionally broken, collapsing floors repeatedly sent me to my doom until I memorized their locations haha. This is pretty impressive for having made it in less than 24 hours, and I'd like to have seen what you could have done with more time. You should be proud!
SubmittedRobots Don't Get Scared
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Lv. 3
Thank you so much for the kind words! I was really going for the 3D, to 2D, pixelartsy art style; I'm happy it came through in some way; specialy since it's not a style I'm familiar with. Having it be done in less than 24 hour, definitely caused some "fun" bugs, and I'm happy that you were able to take enjoyement out of the game despite them! Cheers!
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Lv. 8
Wall jumping honestly seemed to work most of the time, I only had real trouble with it on the second section where you need to do it. Anyways, for what it is this seems to be a decent entry, the art is well done (albeit with some contrast issues, but I'm not so worried about that) and although buggy the gameplay was fun, especially for a platformer, which can tend to lean towards being rather dry.
SubmittedInfernal Wyrm
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Lv. 3
Thank you for playing our game! I'm surprised the wall jumping wasn't as much of a problem as I initially thought it would be. Our goal was definitely to stand out from other platformers, by giving ours a sense of urgency by how quickly a player should react to danger/obstacles (in essence, making it difficult, but easy to replay). We didn't reach that goal, but I'm glad there's still something to enjoy. I'll definitely keep an eye out for contrast on future occasions!
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Lv. 9
I'm guessing the red rectangle was intended to be the goal as I reached that then went past it and fell into the abyss. I encountered all the bugs mentioned in the description, falling through the floor, wall jump working 50% of the time and even teleporting to a different spot at one point.
Even so I still enjoyed it. I actually tried seeing how fast I could get through it at one point but that was when I teleported to a different spot which was further back than I was. Guess you have some sort of unintentional anti-speedrunning system coded in haha :). It's a shame you only had less than 24 hours to work on it as I think it could've been something pretty cool with a bit more time. Even so it was great for the time you did have on it and I can see potential in it being something more if you decide to continue working on the game.
If you do decide to continue just a couple of things I would suggest. You mentioned it in the description but the art does make it hard to tell what is a platform and what isn't. I can't often tell when some things are in the background or not. It would also be nice to have some sort of indicator of the falling platforms. Whether it be they look slightly different visually or they shake when you step on them. In the end I just kept jumping all the way through since I would at least jump before the platform fell and had more time to react then. If you get more time to work on it, then it will be cool to see what this becomes. As it stands though, Good job in pulling this together in such a short amount of time.
SubmittedMechon Assault
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Lv. 3
Firstly, thank you so much for trying out our little broken game. The red rectangle was indeed the goal, I no longer recall what it was suppose to do EXACTLY, but it did something and it moved you on to the next level we had planned out.
The initial intent of the game was in fact to have a "I want to finish this fast!" feeling to it; while also having unnexpected obstacles that the player would have to quickly avoid. I'm glad that, despite everything, at least the feeling moreorless maintained. =P
Working in less than 24 hours was plenty chaotic, but we are thinking about taking these general concepts and applying them on some other future jam. We'll see how that goes!
I absolutely agree with your pointers. At one point, we thought about not including a background, for sake of clarity, but I personally disagreed to that. However, after seeing the critiques, I would have given it a second thought, for sure. Something we didn't think about at the time, and I'm glad you pointed out, was giving indicators to the falling platforms.
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Patron
The sprites were great - plenty of frustrating collision issues but it was fun! Appreciated things falling apart a bit (including my sanity just a tad)
SubmittedAeronautical Antidote
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Patron
Props for 3d models. Fun game. Higher contrast between gameplay layer and backgound layer would look better.
SubmittedSpace Station Meltdown
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Lv. 21
I think I made it to the end of the level. I hit the red box but nothing happened, then I think I fell off of the world. Apart from that though, a couple of things that could help navigate the world would be more contrast between the platforms and the background in certain places. The first wall that you come to kinda blends in with the background, whereas later platforms are on a darker background which makes it much easier to see what is platform and what is empty space. Also, it would be nice if the platforms that fall away would give you just a little more time and telegraph that they're going to fall (shake or something).
SubmittedThese Old Bones
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Lv. 3
Thank you so much for the feedback, I think I can speak for the programmer when I say she really intended to fix those issues. We were initially planning two levels, the red square would have taken you to the next room. I feared the platforms and the background were blending too much, but when I noticed, we had already no time to spare. It's definitely something to keep in mind when I start doing assets next time~
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Lv. 3
Very broken indeed haha, but I will say I did enjoy it almost more because it was broken and I wasn't gonna let the bugs stop me from winning. Completely unfair deaths all the way through, but I managed to get to the red square which I'm assuming is the goal. The gravity settings and platforming felt really good so thats probably what got me through. Good job guys :)
SubmittedRepetition of Demolition
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Lv. 4
Thank you so much for playing! Despite it being so broken we had a lot of fun making it, and fun testing it (despite being exasperated for all the bugs). Yes the red square is the current goal due to time constraints, but we do plan on eventually developing this idea further.
We're really happy you had fun playing it and thank you for taking your time to leave us some feedback, it's greatly appreciated.
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