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A jam submission

Only one minuteView game page

Submitted by Sirona, Twinkly — 4 days, 3 hours before the deadline
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Only one minute's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Your GDD is simple and easy to follow, and the concept art is a nice touch! To strengthen it further, consider expanding more on the music and sound design — the sentence "one instrument" alone doesn’t convey the full atmosphere. A Gantt chart could also help organize your roadmap and present your planning more clearly. In-game, the cutscene intro works well, but a spacebar prompt would help guide players for the dialog. A tutorial for the shoe-throwing mechanic and subtle trap highlights would improve onboarding. A pause menu would be nice to have within the game, however the shoe occasionally clipping into walls is frustrating. The art style is mono-good. (See what I did there. Hehe ;) )

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1z1IMMJX1XNZQl3Yom2n_7bQ_skJfNelFRqkTbbJb2rA/

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarize your game!
It’s a rogue-like set in a medieval fantasy world with a one minute time limit to beat the boss our hero tagged the spell to. There is one possible way to memorize.

Please explain how your game fits the theme.
You have only one minute, only one shoe, are the only surviver of the academy, and there is only one color. Every enemy has only one attack, only one hitpoint, and there is only one way through the maze for getting to the boss.

Is there anything you'd like the judges to pay particular attention to?
The hero's shoes

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Comments

Submitted(+1)

I beat the game thinking that the pit traps were visible and the spike traps were not.
I though the intention of the game was for it to be a trial-and-error and remember your mistakes type of rage game.

After seeing the comments here about the "subtle traps", I went back and understood how to spot them...
I hate you, but it's my fault 🙃

Developer(+1)

In hindsight the traps may be a bit too subtle. It was not intended to be a rage game, but also not too easy 😁

Thanks for playing!

Developer

Oh no! Sorryyyy!

Submitted(+1)

very cute art style!

Developer

Thank you!

Submitted(+2)

Simple but cool concept! I tried so many times to beat the game but I just couldn't do it. I think the traps are too subtle so I kept running into them when dodging enemies. But great work overall!

Developer

Thanks! Yeah it's a bit annoying, but then again too obvious traps would be too easy to avoid in the first run. Thanks for giving it a try!

Submitted(+2)

Nice visuals, quite interesting gameplay! I liked the subtlety of traps.

Some things that bothered me:

  • Dying enemies still have collisions. It killed me many times — I was stuck between this enemy and a trap, so I couldn't dodge projectiles.
  • Restarting takes too long, especially considering how many times you restart. Speed up the animation, please!
  • Sometimes your weapon can fly out of playable area.
Developer(+1)

Thanks! I'm happy you liked the subtlety :)

The collisions have almost killed me too, so I know what you mean.

Thank you so much for the feedback! We'll see if we can improve it before the deadline.

(+1)

Loved the game. It would be nice if there were a visual indication of some of the traps. Or maybe you could see a shadow of yourself from the last time step, so you could follow it again until the last part and branch before you know you would die.

Developer

Thanks! I know what you mean, some of the traps are very surprising. There are subtle indications of the traps, and making them too obvious seems too easy. Maybe it turned out too subtle, thanks for the feedback! Shadows would've been nice, yes