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A jam submission

Hyper Overlap 2: Turbo EditionView game page

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Submitted by Yal (@GameDevYal) — 1 day, 14 hours before the deadline
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Hyper Overlap 2: Turbo Edition's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#432.6774.125
Graphics#482.8394.375
Gameplay#482.5964.000
Overall#482.5964.000
NES Feel#592.2713.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Good! It kinda feels like a game you'd play in a sub basement or perhaps a dream. But good!

Submitted(+1)

Wow, the maze is huge! So far I've spent a couple of hours on the game and I've got my route planned up to and have reached the intersection from the bottom right screenshot a couple of times but never went more than a few screens further in one direction. 

I love the game. It looks great and sounds even better, each part reproduces its inspiration very well and feels very good to control (my least favourite part is the inertia of the rabbit but the other controls feel great to me) and I love when they start to get mixed especially as these levels are very fun to play too, when they're weird they're always weird in a cool and fun way, that's a super great twist, I love it. I love that the levels are handcrafted of course and the big maze and multiple routes are probably my favourite part especially as they also reinforce the already perfect feeling that you're basically playing a NES game, that's exactly where you would expect such a maze.

Occasionally and I think in very specific places when going from one level to the next you end up beyond the edge of the screen or very close, also often not knowing where you are, there's one point where I know where I am and can manage to progress now but there were at least one different case where I simply lost my few last lives.

By the way since we're here I enjoyed some of your other games including Burgertale.

Awesome!

Developer(+1)

Glad you like it! ^__^ I was worried I was making the maze too small and had to compensate by making the game very hard... which I guess is accurate to the source material? (When you start seeing miscolored backgrounds you're close to the end, and then the wizard castle final gauntlet all uses the same background and a completely new floor tile with a pentagram). With 7 games to make in a limited time I didn't have time to make any of them particularly in-depth (which is why there's no powerups in the rabbit mode, for instance) so I did my best to use every possible combination of mechanics to keep things from getting too stale. (In retrospect the car mode was a total failure, the car is so large it's almost impossible to design levels for it so it ended up super underutilized)

I'm aware there's some issues with being able to enter screens from an unintended direction and getting stuck, I've tried my best to patch them up with invisible walls but there's probably a few I missed. If there's any particular transitions that feel buggy please let me know so I can fix them! (Pressing F12 takes a screenshot, could come in handy if the level is hard to describe)

Dunno if this makes it easier, but there's no place you can progress by going left: it's always to the right or up/down. If it's possible to leave the left side of a screen and trigger a screen transition somewhere that's a bug...

Glad you liked Burgertale as well, and sorry for making all these side projects instead of finishing it! ^^'
I'm essentially trying to put every idea I've ever had into it, but it still gets boring to work on the same project for months on end and I ultimately feel like the quality of the game will suffer if I force myself to work on it instead of only doing it when I'm feeling inspired. I can make levels in my sleep but it's a lot harder to write compelling dialogue (and script cutscene events properly for that matter) when exhausted so I've spent a lot longer than I'd like on just making filler content, hopefully summer will shake things up.