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What is up?'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #657 | 2.668 | 3.444 |
| Innovation | #686 | 2.668 | 3.444 |
| Enjoyment | #944 | 2.238 | 2.889 |
| Overall | #1019 | 2.109 | 2.722 |
| Theme | #1040 | 2.238 | 2.889 |
| Visuals | #1205 | 1.807 | 2.333 |
| Audio | #1342 | 1.033 | 1.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You rotating around a pretty strange place.
What code and assets did you not make from scratch during the jam (if any)?
Original movement controller and Transition Shader
How many people worked on the game?1
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Comments
Great puzzle design! Could really benefit from sound effects and maybe a dark mode
This is an amazing first jam entry for a solo dev! Such an innovative and fun idea, and the pacing of the difficulty was smooth. I loved having those cute little messages keeping me company while I solved the puzzles.
This was really cool!
It made me really dizzy haha like you said, but besides from that I really enjoyed it! Perhaps a music track could help with it if you plan on updating!
I really enjoyed this, and it deserves more ratings!
The core mechanic is very strong and the controls are good. I enjoyed the puzzles. I think the red "stick" obstacles that appear when you are moving around an object should have their hitbox adjusted. Especially on the spiral level, it seems like they come out of nowhere and hit you when it doesn't look like you're touching them.
Thanks for the game!
really great introduction very intuitive!
It is an interesting idea. the first 2 puzzle levels were cool. the starting levels not having anything to do with the main idea of the game and instead just show that you can jump/crouch didn't see to achieve much and there wasn't a lot of fun to be had(granted it didn't last long on them levels so didn't matter too much). the dropper felt a bit tedious having to go around the pillar each time instead of just jumping off but the obstacles seemed to just be placed pseudo-randomly. the dizzy level felt a bit long and the coloured obstacles did trip me up a few times. with this type of game your hitbox is quite important but there is no indication on the size of your hitbox or where it expands to. I'm aware that this seems like a lot of criticism but I do think if worked on, there is some interesting ways you explore the main idea.