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Topological Traveler's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #204 | 4.364 | 4.364 |
| Enjoyment | #1326 | 3.591 | 3.591 |
| Artwork | #2879 | 3.318 | 3.318 |
| Narrative | #3544 | 2.409 | 2.409 |
| Audio | #4087 | 2.727 | 2.727 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
This game is based off of Topology, and the actual gameplay has the player looping from one side of the screen to another. But, the transitioning is not always so clear-cut due to the complex geometries the player is travelling on.
(Optional) What would you like to be called if GMTK features your game?
Min Han
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Comments
very unique interpretation of the theme! unfortunately i'm terrible at topology and geometry so this was incredibly difficult for me though, overall nice job!
What a neat idea! Not being familiar with topology I had a hard time visualizing what would happen when looping, especially in later levels. Really nice though!
I found this game super soothing and relaxing to play, especially ur guitar playing :) the topology inspiration is really clever and fits the loop theme really nice! (i am biased bc i do 3d art hehe)
thank you! i hope my depictions of 3d space onto 2d was accurate enough heh
Wow! This is truly a mind-boggling game! Made me really confused (in a good way), art is simple but nice, the essentials are also simple and easy to understand (before we start warping into entirely new dimensions), a little hard but really fun! honestly my main problem is sometimes when holding down a direction I can’t jump?
thank you! yea i know the character control isnt the best but hey its a game jam game, if i want to expand it i would've definitely polished it a bit more
Great Game! Very interesting concept. The puzzles really confused me. The only issue I have with the game is that the jumping can be a bit finicky sometimes.
thanks! yea the godots function for checking if the character is on the wall is a bit inconsistent, it definitely needs more polish if it were to be expande
Really interesting concept! A suggestion to fix one of the main visualisation issues others have mentioned could be that you have a coloured or greyed version of the player character where the player is going to land, which appears when they're close to a wall. Otherwise the puzzles are very thoughtful and engaging!
thank you! i like your suggestion of a greyed out version of your character but honestly the way I implemented it (i.e a bunch of spaghetti code) would make something like this very difficult. If i ever plan on revisiting this concept and expanding this game I'll definitely try implement this.
Great little game. I did get stuck on some weird corners sometimes while jumping, and managed to soft-lock myself in the Klein Bottle. But very enjoyable!
yea klein has a tendency easily get softlocked, and the characters hitbox couldve been better, glad you enjoyed it!
This is a great idea. If you could manage to make it somehow easier to visualize, it would be awesome. Good job on making such a unique game in just four days.
thank you! i was thinking about adding effects and particles to show the transition links better, but i ended up running out of time
Hi!
That's a very interesting take on the theme! I feel like the levels are mostly inspired by the shapes but not perfectly accurate 2D representations of their topology, which tends me to think that the game would benefit from having a clearer visualization of what's going on, where you're going to end up after taking an exit, etc.
I really love the artstyle, the selection menu is very cool looking, and the controller is nicely polished and enjoyable to play with. Congrats!
a lot of people are saying this! at least i know what to improve on next time, thank you!
This is suuuuuuper promising but it definitely needs some more intuitive visualization of the level shape. The mobius strip even had a bug where the position and gravity was changed inconsistently. So I was even more lost. Some platforms were also never clear if I can fall through them or if they will catch me. So overall a bit confusing.
yeaaa the details of the game are clearly not as obvious as i thought they would be, but theres room for improvement. the mobius level (and all levels actually) dont flip the gravity when you pass through them, they set your gravity to a specific direction, so if you walk from the bottom right corner transition to the top left while being upside down, you'll still be upside down. also the way you tell if the platform will catch you or not is if the side has all pixels present, instead of missing two in the corners (in hindsight it wasnt very obvious)
fellow math submitter!!! god i loved this so much and the realization i had when i realized these levels take place on these topologies themselves really enhanced the experience too! The music was very undertale-like which is always a W. Amazing job
thank you! yea i dont really know how to make music so i just took "home" from undertale and made it weirder sounding lmao
Nice, may want to add more indication what walls you can walk through.
If you want to add more levels you could look at the geometries other wallpaper groups generate.