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The place where the moon once was's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #5 | 4.000 | 4.000 |
| Enjoyment | #9 | 2.667 | 2.667 |
| Overall | #9 | 2.778 | 2.778 |
| Bonus-Points (for accessibility, theme usage and being outstanding) | #10 | 1.667 | 1.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This was a fun entry and I liked the use of the theme. I found that the game got very difficult in some level/part 3 to the point I was struggling. I enjoyed the narrative part at the beginning and how moving around is what started the game. The light collection/ability I found to be less of a balancing act and more of a rushing/button spam. There wasn't a time I could use A/B without it basically ruining the run, so I would just move as fast as possible and hope to get to the end. For a full release-which I saw you were planning for, consider maybe a single use of A/B per level. I found that when moving costs me my light, I couldn't afford to ever use either of them. I like the buildings and art in the background. Somewhere on level 3 with my button mashing I managed to get to an all black screen that would occasionally flash white as if I was taking damage but nothing ever happened - there may be a wall or two that needs the collision turned on. Hope the full release comes soon!
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Comments
Really love the idea of collecting bits and having the light source grow. Worked very well. Would have liked to explore 'in the dark' when my bits ran out. Cute idea for a story. Enjoyed my time with it.
Thanks so much for the comment - much appreciated.
Feedback
Thanks for the encouraging words and great feedback! I'm aiming to roll out a slightly easier version once the voting finishes, and then focus on more beta testing for a more polished version later - it wouldbe nice to spend some time back on level design as well. Cheers again!
An interesting story focused game. Not usually my thing, but I enjoyed my brief time with it. The light-collecting aspect of the game was a good take on the theme, although it could really lead to a bit of a vicious cycle, especially in later levels, where because you couldn't see very far it was impossible to find more light. This was also the reason I didn't really use the time-stop ability; I felt my vision of the level was more valuable than making obstacles easier to avoid. Some of the later levels seemed to give you very little light to work with and many obstacles, and I'm not sure how I would even go about using the time stop effectively in those levels considering the lack of light pickups. Also, I know it's standard that pulp games require a press for each move but I would have liked the ability to hold a direction to keep moving. Still, I think the writing was pretty good and I enjoyed the story of the game. It's always fun to see what gets made in pulp, and even if this doesn't break the general pulp vibe like some games do it's a fun and unique experience in its own right.
Thanks so much for playing through, and for the feedback! I'll be revising the initial jam version (which had at _least_ 3 playtest runs ;), so this is really valuable - and definitely in line with the balancing going on right up to the last day.