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Queen to the rescue's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #49 | 2.789 | 2.789 |
| NES Feel | #50 | 2.632 | 2.632 |
| Overall | #54 | 2.434 | 2.434 |
| Audio | #56 | 2.105 | 2.105 |
| Gameplay | #59 | 2.211 | 2.211 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
"The princess was finally found" -- whew! It's like you knew how many tries it took me and added that "finally" in advance :). Nice job on this and congratulations on your first game -- you had several levels here with many different types of platforms and different mechanics, which is great. The grappling-hook mechanic seems like it's notoriously difficult to get to work right in games, but in the portions of platforming that were designed for it in this game, I thought it worked well. I also enjoyed the platform that carries you a distance and then ejects you -- those are just fun to ride. And perhaps most of all, I liked that this game had an otherworldly strangeness to it, in the abstract backgrounds that are often just barely indecipherable, and in the coloring. Nice!
I'd echo the point made elsewhere that the script on your camera should track the player in such a way that there is always some distance between the player's feet and the bottom of the screen (and head and the top of the screen), particularly in a game like this where you are descending downward. I got some feedback on an early game of mine that there should never be any blind jumping at something you can't see below, and I've avoided that ever since. (As an alternative, you might have the camera fixed vertically, but colliders that you touch that shift the camera down one full level, and then remains vertically fixed again). I'd also look into "coyote time" and how to add that to your character controller, for a nice feel on all these close jumps. Finally, I'd suggest either giving your character a full double-jump (with the jump force about the same on the first and second jump, and limited to only two jumps), or none at all -- here, one could rapidly press jump to have the character descend indefinitely up into the air, and with small/uneven amounts of upward force. Sometimes I'd do it and hit my head on a collider that was probably intended for falls from the level above, and I'd be killed. As you've probably heard before, if you have the luxury of a non-participant who can playtest while you watch, that always unearths issues one is often blind to in development. I hope that's all helpful feedback -- nice job again on this!
Thank you very much for playing and for your thoughtful feedback. It's cool to read comments like this, and I'm taking careful note of everything so that the next game will be an evolution in every aspect.
I love the run, jump, and hook mechanics that y'all put together here! I think it's a great concept. That said, I'd be curious how your game would play differently with a bit more time spent adjusting the timing of each of these mechanics to help them better blend together. I found transitioning between jumping and hooking especially to be a little difficult if not frustrating at times. I thought the art was lovely but I had some audio issues where the sound would cut out and then sometimes restart after dying. Really awesome effort here, especially since it sounds like this is y'alls first jam submission—thank for making and sharing it!
Thank you very much for playing and taking the time to send us this message. We are thrilled to know that, despite the problems, you were able to enjoy our game a little. This is an important first step for us, and we will strive to improve and deliver a fun next game without problems that will put players off.
The princess was finally found!
My experience with the game was funny as after multiple tries I eventually reached the 3rd level using only the hook and my experience with Umihara Kawaze before realising you could press the Jump button more than once.
I had a lot of fun playing the game, the controls feel good including the hook which is great. The heroine looks cool, I like the diverse environments (the last one looks very nice) and the game offers the perfect difficulty for the jam to me.
My only caveat would be that I often felt the screen was centered too high (with the foot of the character on the bottom of the screen basically) which is not ideal when you're descending or need to jump to a platform which is lower than you current one.
Getting back at least 4 lives when entering a new level is cool but I think you could still bring the extras from a previous level when you have more.
Very cool game!
Thank you very much for playing and for your feedback. I'm really glad you had fun.
We know that our game has issues, and we're listening carefully to all the feedback we've received so that we can bring you better games in the future. This is our first experience as game devs, and it's been cool to be able to interact with other devs in this Jam.
It has potential, but I think it needs some work. I have nothing but problems trying to play this and I did not get far, sadly.
Notes:
Thank you for playing and taking the time to give us feedback. This is our first game, and we had a lot of problems during the project's export. Unfortunately, this problem affected the music.
It's a shame you weren't able to make much progress. We'll try to learn from these issues and improve for the next game.
Keep practicing and keep trying. That is how you get better! :)
Sweet game! I really like the fast paced gameplay. I read in the description that this is the first game for your team. You are off to a great start! Good luck on your development journey!
Thanks for playing, I hope you enjoyed the experience and wish you success in your projects too.