Super fun and addictive game! Praise the banana \o/
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NANADIGM SHIFT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Style | #393 | 4.226 | 4.226 |
| Overall | #921 | 3.694 | 3.694 |
| Enjoyment | #1089 | 3.500 | 3.500 |
| Creativity | #2268 | 3.355 | 3.355 |
Ranked from 62 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player can travel vertically to grow bigger or smaller, which greatly changes how the vessel handles. The camera scales with the vessel, playing with the players perspective and sense of scale. Also, you build bananas "for scale".
Development Time
(Optional) Please credit all assets you've used
some icons for key prompts from: https://thoseawesomeguys.com/prompts/
Comments
BAH NAH NAH Loved this game. Please give mine a play when you have a chance!
I like the gameplay and visual style. When we grow because we only have an outline sometimes we don't really feel our scale. Maybe make the camera go further back or change something on the ship to make it feel visually bigger would be nice, but except that, nicely done!
Super cool take on the theme! I loved the visuals and just hanging out up top, floating, and vibing :)
My wife left me after playing this for so long. I only see banana now (and triangles)
Love the speed and game feel - especially dynamic music. The game would be even better if bananas had bigger triggers to collect them. Otherwise nice game.
B A N A N A RO-TA-TE
I love the dynamic music it was a really nice detail, among a lot of other things like the sparks and the voice lines
nicely done :>
🍌I🍌enjoyed🍌getting🍌bananas🍌
Visuals and style are great, I found the camera a little disorienting as it approached corners, but really enjoyed it.
Amazing job!
🍌 Great game. My daughter and I enjoyed it. But why collecting bananas? hahaha. We'd like to show it in a video in our youtube channel, can we?
Very cool game! I love the art style and the effects are really cool and give the game a really nice feel. I like how you took the 'banana for scale' joke and implemented it into the game.
I love the sound design of this game! The little doppler effect when you get close to obstacles, and the music shift when you change your scale: that's really great!
However, I wonder, what is the point of playing low or high?
Thank you for the kind words!
Our aim was to make the handling feel different and thus enforce different gameplay styles depending where on the field you play. When you're high and large, you have a lot of inertia, so it takes time to move and to change direction, meaning you need to be more predictive with your inputs, while on the bottom when you're tiny, you can move nearly instantly, and change direction on a dime, so you can play more reactive and twitchy.
In the start the differences are not that significant but as you build up speed and the margin for error gets smaller it becomes more and more relevant.
I think the game lacks a bit of visual feedback on how the size affects you and we've seen many players not really notice these differences until they play for a while. If we end up making an update for the game that's definitely something we'll look to improve.
Thank you for your response Ricardium! Indeed, more signs and feedback could help us understand the change in scale (I noticed quite late the UI on the right side with the different metrics).
Designing challenges that could only be solve while you are big or small could be a solution to attract player's attention on the scale mechanic. Ex: there are walls that you could only break if you are above a certain size.
Oh, sorry forgot to paste it hehe.
https://ricardium.itch.io/nanadigm/devlog/786324/how-does-nana






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