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Project: Wild - LakeQuest Studios's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #100 | 2.308 | 2.308 |
| Use of the Limitation | #101 | 2.077 | 2.077 |
| Concept | #108 | 2.231 | 2.231 |
| Overall | #109 | 2.077 | 2.077 |
| Enjoyment | #111 | 1.692 | 1.692 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Programming - GalaxyMom Assets and Concept art - Kaim Soundtrack and SFX - Liam Game design - Heriam
Software used
Godot
Use of the limitation
We have a system that in certain areas of the game the keybinds are shuffled, making the game unpredictable.
Cookies eaten
200 (we love cookies and crackers)
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Comments
I liked the music and and the animations for the game however, it isn't clear how the movement works after getting an exclamation mark above the player's head. I understand that it is supposed to be unpredictable but it is frustrating to try ever key to figure out how to jump. I also wasn't sure why but I wasn't able to grapple when the red crosshair showed up and couldn't get past the first few platforms because of it. Interesting idea nonetheless and good luck!
The game soft-locked whenever an exclamation mark appears, I'm not sure what is happening...
I managed to get up to the GJ7 segment! I think I had the most fun with this when it was the basic ADSpace area since it's feels the most comfortable to use with the mouse. I don't think it's necessarily a bad idea to swap around the controls in different areas, it's fun to scramble and adapt to a different control scheme, but the foddian structure is quite a tough combo, I would have loved some checkpoints or segments being broken up into defined levels since it's quite fustrating as is. Quite liked being able to swing around 360 degrees, felt quite clever using that to bypass a small part of the JLB area!
I liked music and MC concept arts. Firstly I want to say that there is things to work on character movement. Your programmer have used some platform-movement features and this is cool! But not all of them and because of it there is some gameplay issues.
And what about idea. Changing keybinds - this is something bold. But this gamedesign idea have a really BIG mistake - you by your own hands forcing your player to break his immersion in game. Instead of being engaged in the game world, I have to stop playing., look at my keyboard and press one by one to find some. This is hurt my experience and will hurt other player too.
I think you guys have some cool ideas, and with more polish and iteration, they can become much more engaging.Keep up the good work — you're on the right path, just needs more refinement!
I felt as though I was getting the hang of it. But being constantly forced to the start of the level whenever i failed any part of the level was disheartening. Not to mention when my controls were swapped at the tight rope part (where platforms are just lines) i was unable to find the jump key even though my back and foward movement was swapped to the previously set control scheme. Was definitely a cool idea, but I'm not compelled to keep trying when the controls and the ledge grabbing was so finnicky on top of having to go back to square one when you miss a jump. All of the original tiles worked in regards to ledge grabbing, but the red tiles seem to work only sometimes. Hopefully this gets looked at so I can give it another shot. Keep up the good work! The animations of the MC was great!
I didn't realize what I was getting into when playing this game---it's hard! I loved the foddian like aspects of your game, it kept me hooked for a solid 20 minutes lol I kept falling all the way down. It would have been nice if you just displayed the new controls rather than made me find them on the keyboard myself, that part felt a little tedious. Also the variable jump height character was cool but definitely needs refinement. But really, you guys should be proud of this game, it definitely is entertaining haha.
Well........ Maybe its my browser settings or monitor but the game doesn't fit on my screen. I don't usually have a problem with that but this game didn't have a full screen option. The bigger issue is the game being unplayable by design. Am I supposed to guess what keys it switched to?
yup! They are not 100% random. When you switch areas it changes your keybinds according to the area. The game is playable because other team members and I have successfully finished the game, but I understand that the design not only is a bit confusing but the platforming is pretty difficult too.
Other team members would know what keys it switched too. You don't think players would find it annoying if they ask what the controls are and the game tells them to guess? Maybe it could work on a controller but keyboard? Way to many inputs. And I never got to the platforming because I couldn't move the character.
You did a really good job with the art concepts, but there's not much going for this game otherwise. As far as the limitation, the most unpredictable part of this project was getting softlocked 3 seconds in lol. I really hope you get to make an awesome project with this super cool character in the future!