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Crazy Channel's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #6 | 3.444 | 3.444 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #9 | 3.222 | 3.222 |
| How well does the game fit the themes? | #11 | 2.778 | 2.778 |
| Audio | #12 | 1.889 | 1.889 |
| Gameplay | #12 | 3.111 | 3.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
Team of 3 people - 1x 3 hours code, 2x 3 hours art
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Comments
Interesting. I hope you continue to refine it after the jam.nice precise game. Kinda hard actually for me. Great game!
The art and the game are so precious!! Congratulations! The game itself it´s challenging, at first part. Sometimes you don´t see the other side, so it´s difficult. And you have to timing your movements with a lot of precission sometimes… Tuesday I will edit and make a more deep feedback ^^
I played again the game. It´s cool, and reminds me to other here, named “The Gravity Pocket” because both have some similar mechanics. The Flip gravity mechanic is better in this game, because have limited power and a cooldown system. Some feedback:
1- It´s a pity the game has not music… Anything to keep the fun hehe. The SFX are few but surprisingly cool, for example the “vlk”.
2- The Flip system maybe needs a visual feedback to see the remaining energy, separately of the cooldown bar. But it´s not mandatory, I think. And I would make the cooldown a little shorter for not making a lot of waiting pauses.
3- The level desing. The player don´t always see the ground or the top for a planning a flip. At the begining of the level, I usually time the flip to advance a lot in this part with the change of gravity, hehe.
4- In the last enemy, there´s almost no time to “go up” and avoid it. Need a couple of tries, I guess.
For me, a 4 of 5. The lack of music is what takes it away a little bit.