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Cumulo Morphis's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Use of the Theme for Gameplay | #3 | 3.571 | 4.300 |
| Best Use of the Theme for Story/World/Character | #5 | 3.322 | 4.000 |
| The "I Want to Play This as a Full Game" Award | #14 | 2.491 | 3.000 |
| Most Appealing Sound Design / Music | #17 | 2.325 | 2.800 |
| Most Appealing Art / Visuals | #19 | 2.574 | 3.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I beat the baddies! This was a solid little entry, everything fit together and made sense to me. I would’ve appreciated a way to stop using an ability (if I hit the wrong button sometimes I’d restart the level since they were short) but that didn’t hurt its playability. The puzzle variety good for the length, nice work for a small team!
Also loved the intro cutscene 😂 dang MC clearly didn’t put any points into acrobatics
I think the level design could be tightened up a bit, maybe it is not nessecary to use the whole screen for the levels? Also it was not clear what to do in the final level and it did not feel that fun to move the character around with the cloud. Maybe change the controls so that the cloud stays forever but you cannot move with it while solid and add a cooldown to transforming. That makes it less of a “skill” game and more of a puzzle game.
Other notes are that the cloud should probably not be able to collide with player guy from the top, use one-way platforms for that to make it only be able to lift him up.
The combat felt tacked-on. I would have preffered a no-health bar situation game I think. Either you have the guy shocked or not.
I liked the animations!
Ouch that was harsh.
We would have loved to invest more time into the level design, but we are both full time working, and only had so much time to spare. But I agree on this one.
As for the final level, I am quite curious about what felt unclear? The whole idea of the game jam scope was to make each level prepare you for each mechanic in the final level, so I am genuinely curious where we failed.
The combat was in fact desinged from the beginning. The idea of the game is to aid the protagonist to overcome challenges, which they cannot overcome themselves. We were quite time constrained, so the first version basically made it into the prototype. I agree that there is room for iteration on the execution for sure.
As for your input on mechanics ideas, we appreciate that a lot. If there will come a time of picking up this prototype, we will definetly iterate more on the cloud-protagonist interactions during the early production phase.
Thanks for taking your time to play our game!
Oh please don’t think of it as super harsh, definitely one of the games I enjoyed the most reviewing yesterday! Maybe I should have put a positive note at the beginning, I guess I was kinda in a complaining mood…
But yeah level design is tricky for sure, we also messed that up on our game lmao (I did most of it 😅). I just wanted to give you a list of everything I would like to have seen improved!
As for the final level I was not sure what the goal was, maybe I just needed to press the other red switch? I just did things that were possible, not really with intent if that makes sense.
After I accidentally closed a door I had unlocked on myself I stopped playing since I felt like I had experienced what the gameplay was like and it would be more of the same
The gameplay is absolutely solid! And it doesn’t hurt that the art and sound are great too. I honestly need to come back to this and play more of the levels (had to cut it short).
I think the one thing I found to be missing is the lack of gamepad support. It would go with the idea too, but it would also make the game a bit easier I think. Hopefully it would be easy to add.
This was a blast! It made me feel like a friendly cloud and I got frustrated by the mc fearlessly running into danger. Be careful young one! Boss fight was a bit hard to keep track of, both mc and boss moving out my control made me feel like I lack of agency sometimes. Otherwise great visuals, great concept, great controls, great level design, great everything. Would definitely play a longer version. Also special thanks for including a linux version
I love this game! I've toyed with the idea of a morphing cloud sidekick in the past, so I was excited to see that someone made this idea and executed it well! Here are some suggestions:
-The cooldown meter for cloud forms got frustrating sometimes. I often wanted to be a platform for short bursts of time instead of being stuck in that form for a few seconds. Maybe if the player could switch forms whenever they wanted, and the meter built up while they were in a form, then if the meter got too high the player couldn't switch forms for a while, that would still create a challenging balancing act while not preventing the player from taking actions.
-I realized late into the game that the platform form could be used to change the main character's direction. Maybe if there were a specific challenge or level that required you to change his direction that way, it would be more apparent to the player that they could do that (it would also be a cool use of the form for level design). Not sure how you could do that, though.
Thank you SnakenBacon for your feedback, we are glad that you like it!
Your idea of reversing the meter sounds cool!
We had an idea to only alter the properties of the cloud, i.e. hard/soft-ness, thick/thin-ness, etc to get the cloud into different forms with different abilities. Time didn't allow us to experiment with it though.
Yes, we should've included a level that forces the player to change MC's direction using Platform Cloud. Totally forgot about that while designing the levels ^^;
The little animation you do with the cloud to show him getting annoyed with the lemmings is great. Its impressive how many puzzle rooms you got out of "you're the platform". It's a bit hard for my taste, but I don't really play puzzle platformers, so that probably isn't useful feedback. Cool entry.


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