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Downshift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Impression (score low for unimpressive, high for impressive) | #7 | 3.667 | 3.667 |
| Overall | #9 | 4.000 | 4.000 |
| Adherence (score low for poor theme implementation, high for sticking to theme) | #11 | 4.095 | 4.095 |
| Legitimacy (score low for spam or ai-slop, high for authentic "in the spirit") | #11 | 4.667 | 4.667 |
| Originality (score low for unoriginal, high for original ideas) | #17 | 3.571 | 3.571 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice idea, works well
Nice. Challenging playing on a touchpad. :D
Thanks. I haven't tried playing on a touchpad. Porting to Android is on the todo list. Maybe the touchpad controls will need to be modified.
It's just the way it is with look and click-type interaction made for mouse and keyboard. :) I really should get a mouse for my laptop.
Oh yeah, for Android it would need a special solution.
Good idea to move the ground like this, i've a bit of struggle at level 3 to jump and move the ground .. but very good
Love these kind of speedrun games! Nice job! (And that you're using PGE3!)
Nicely done! Loving all the 3D from PGE 3.0 :)
Thanks! Your game Fluctuate has me interested in PGE 3.0 shader stuff now. I'd like to add effects to indicate valid lash points, and the lashing it self.
Great plan - I look forward to seeing how you get on!
Fun! Reminds me of Run from coolmath games.
Yes, it does have a resemblance to Run from coolmath games. Although I was unfamiliar with that game before I started this game. My inspiration was Szeth, the Shin Assassin in White, from the opening of The Way of Kings by Brandon Sanderson. Szeth could lash to walls and change his personal gravity. My other inspiration for this game was the game Marble Blast Gold.
absolutely love this concept, lots of potential for full fledged games!
Thank you! I'm glad you enjoyed it. I plan to keep tinkering with it. I've started adding sound effects using your olcPGEX3_Miniaudio.h.
ooof... I would ask that you either wait until my latest updates have been merged, or that you grab the absolute latest from my PR branch on the repo. the readme is pretty robust with example usage, etc.
through the course of the jam, I learned there are some pretty nasty bugs, and a fundamentally poor approach to managing the lifetimes of the resources which must be owned by the engine. so basically i revamped the whole PGEX to fix that and to make it simpler to add sounds and waveforms into containers without causing memory ownership and lifetime issues.
Ok, Good to know. I have a separate branch for adding the sound stuff, which is a work in progress. I'll look at the PR and migrate to the new methods. Thanks for the extension! So far it has been easy to get working.