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Till Death Part Dreams's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #23 | 3.276 | 3.714 |
| Presentation | #24 | 3.150 | 3.571 |
| Overall | #42 | 2.562 | 2.905 |
| Use of prerequisite | #45 | 2.016 | 2.286 |
| Enjoyment | #46 | 2.394 | 2.714 |
| Use of theme | #49 | 2.268 | 2.571 |
| Controls | #51 | 2.268 | 2.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I liked this, this feels like a little metroidvania with its own distinctive style, and some original mechanics, great job!
The light mechanic is one of the coolest things I've experienced in a LONG time. This definitely feels like some dreams I've had. I NEED to get in touch with the music and sfx guy, as a musician myself, I think this soundscape is my favorite so far of the whole jam. Piano players rise up!
Hello! Music and sfx guy here! I'm really glad that you liked the music, it was really fun to work on something like this.
Great concept and nice visuals. I like the use of the light mechanic, its pretty neat. I like that the game isn't strictly linear too. The controls leave a bit to be desired though. Otherwise the gameplay is pretty solid and fun.
interesting concept, i wish it was clearer in the game itself what the narrative is without having to read the description, and the navigation is a bit confusing
this might be a me thing (bad at platformers), jumping and movement felt a bit awkward, i just couldn't get used to it
but i really like the idea, and the presentation, art, and music are really really good !
good job on this, hope you had fun working on it !
Thanks! You know how it goes in game development: fun, frustration, madness, sadness and then joy. I have definitely made the jumping part of the game too hard (unintentionally) and a bit unpolished. At the end, I just had no energy to add narrative into the game. But that is something someone can do if they make this a full project.
oh absolutely, still turned out great as is :]
Nice concept, I enjoyed the lantern mechanism and the nightmare visual. Took a second to get a handling on the controls, but once I started leaning into using the coyote time it played smoother. Nice work!
Thanks!
Now I realize that I designed the levels in a way where you must use the coyote time to complete them. But the purpose of the coyote time is usually to make things easier. What a design choice silly me came up with :)
Love the smooth graphics and the lantern mechanic! But I didn't really get what the different "goal points" do (I figured bed brings me back a level, spike goes to the next level, but then there's another bed and it does something different) - the going back one level is a little frustrating although it serves the story purpose well!
Thanks!
You can imagine the levels as the points where branches grow in the tree. Bed takes you up the branches, and each bed corresponds to one branch. Spike takes you down the branch you are on, and there is onlz one possible way it can take you.
In the case of this game, zou start at the bottom of the tree, one bed takes you on the left branch but the other takes you on the right branch, and spike always takes you down.
o o
\ /
o
Ohh I get it! Thanks for the explanation, maybe you could add it to the project description ^^
NICE GAME!
Thanks