Is there any way you can quickly make a windows version of the game, I will be streaming this game soon so I feel like it might help. Also, are the spikes using a box collider?
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Take it Slow's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Streamer's Choice | #1 | n/a | n/a |
| Sound | #3 | 3.850 | 3.850 |
| Overall | #3 | 3.862 | 3.862 |
| Aesthetics | #5 | 4.300 | 4.300 |
| Gameplay | #5 | 3.750 | 3.750 |
| Theme | #14 | 3.550 | 3.550 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I found the game a bit hard to play at first. As I played I thought there was a double jump but it didn't seem like I could consistently do it so I am guessing it's either a bug or has strict timing? I like the idea of slowing down time as that is a cool concept itself. I'm not going to lie though it did take me quite a while to realize you can let go of a direction in midair and not have momentum carry you, which made some jumps more complicated than they needed to. But that's probably just me being dumb lol.
Anyway, cool game. I loved the art and the sound was good!
The aesthetic of this game is amazing, I really love the pixel art, the mechanic of slow is good for noobs like me and that's great. What did you use to do this art ?
Wow this game's aesthetics are golden, it is really interesting that you can play the game with or without slowing the speed down so if you got good enough you could just play it like a normal platformer. The platforming was a little too tight for me at times, like when you had to slow down time to avoid a bullet that would hit you vertically and then jump onto a platform. Overall it was awesome, and I hope I can make games like this eventually.
Great presentation and excellent scope for a jam! The hit boxes need to be fairer, or even preferably unfair in favour of the player - just like it's common to add coyote time and input buffering to platformers, so too should enemies/obstacles have smaller hitboxes than it looks like they should. These hitboxes were larger than they should be (I'm guessing rectangle colliders for triangle spikes, in which case I would at least make them tall and skinny hitboxes rather than tile-size hitboxes).
Having the slow motion be an unlimited resource allows the player to modulate their own difficulty, which is nice, especially for a jam project where the play time is low. Great entry!
Thank you for the feedback! You're absolutely right—the colliders were slightly larger than the sprites, which can definitely feel unfair. Since I used a tilemap, I had some trouble fine-tuning the colliders, but it's something I plan to fix once the jam is over.
I'm glad you liked the time-slow mechanic!
This was lovely. Slowing down time making me feel like a skilled speedrunner even though I suck at it!
A lot of fun and good polish too! I wish the checkpoints were a tad more frequent, but it was a good time. Flow of time was a good way to interpret the theme. :D
Cool game, I like the time slow idea and the fact it gives a high skill ceiling, but also makes it easy. I don't see how you can find any type of flow are anything related to it but I might just be tired and it doesn't really matter. Overall for this time window good job !
Cool gameplay and music! It is a really plished and cohesive experience! :) Congrats!
Really neat! I love how you can in theory play through the whole game without ever slowing down time which could make for some crazy speedruns! I played through it twice and found myself improving at the game which was a great feeling. Also love the take on the theme, really clever for a speedrun game to be about slowing things down. Also it looks and sounds great. I think the movement could use some slight tweaking, but that's being nitpicky. Really good stuff :D





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