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A jam submission

Piña RolladaView game page

Roll through paradise!
Submitted by iOSLife

Play game

Piña Rollada's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#62.9442.944
Enjoyment#73.1673.167
Bonus Points (For Accessibility, theme usage and being outstanding.)#92.5002.500
Originality#113.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • This was fun, and hard. Good work.
  • Very chill theme! An indicator for sensitvity, or a way to adjust it a bit would be cool...it gets tough! Works well and scratches the 'rollada' itch.
  • Love seeing the lesser-used features of the Playdate in a game. Well done!
  • Appreciate the music for this game.

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Comments

Jam Host

Feedback

  • Love the chilled vibe
  • Love the concept
  • but man is it difficult, the senor is so sensitive, once things are rolling it's hard to ever stop
    • I can see that when using the acceleormeter, it has to be a bit more on the sensitive side, otherwise one has to tilt the playdate too much to still see the screen. But I think it needs more refinement.
  • Physics feel good
  • The major challenge for this kind of game is level design.
    • 1) is good, the player has borders, can't die, learn a bit the physics
    • 2) nice, some borders are removed, but it's actually still level 1
      • here a corner or curve would make sense, maybe with some border removed, but not all of it. For the player to have a chance to fail, but there could still be a save corner or something like it.
    • 3) why already such a narrow path with no borders at all? the difficulty ramps up why to quick. This is torture! :-P I couldn't even get familiar with the physics to get along corners. Know you remove all borders, add three turns and make it sooo narrow...
    • 4) Nice idea with the moving tiles
    • 5) even more narrow? Okay the tiles might help, but hey just let me learn it with broader paths first and then narrow it down :)
Developer(+1)

hey Dom, 


thanks for the great feedback! I have actually been working on the game since the jam ended and I totally agree with everything you’ve said. 

The level design is something that I really wanted to work on more for the jam, but by the last few hours I was losing my mind hahaha. I definitely agree I ramped it up too fast. 

Thanks for playing!!

Jam Host

For a puzzle game, managing the difficulty and progression over multiple levels is the hardest part. 

At least that was my experience working on DERU - The Art of Cooperation.

Ideally you'll get new, fresh players in for playtesting every once in a while, because the experience can be very different for first players vs. experienced ones. 

Submitted(+1)

I really enjoyed this maze and skill game. I managed to get to the end, though I did leave some fruit along the way (170/207 though). I don't know if it would be helpful to add a visual cue to show how the accelerometer reacts, but it's the only idea I could come up with for the narrowest passages. ^^

The part with the pistons was really cool.

A good jam game, congratulations to the whole team.

Developer(+1)

Thanks, DaaWeeD! I appreciate your feedback. Some kind of accel feedback would be great for sure. I am planning on continuing to work on this for a bit to turn it into a full fledged game

Submitted

i was gonna do a fruit drink theme! nice! Reminds me of the wooden labyrinth type gameplay :)

Developer(+1)

Thanks for checking it out! I went through three different iterations of gameplay and a full on marble labyrinth was the middle one. I plan to keep working on the game post-jam and I will labyrinth as a separate game mode!