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WrapAround's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #3337 | 2.456 | 2.800 |
| Audio | #3759 | 2.807 | 3.200 |
| Enjoyment | #4314 | 2.807 | 3.200 |
| Creativity | #4714 | 3.070 | 3.500 |
| Artwork | #6706 | 2.280 | 2.600 |
Ranked from 10 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?
In the game, you can wrap around or "loop" around the screen by getting to the edge of the screen.
(Optional) Please credit all assets you've used
All the sound effects I created however, were made for my previous game "Cosmic Rays".
(Optional) What would you like to be called if GMTK features your game?
Toxagen
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Comments
Fun mechanic and puzzles, could’ve been made clearer in the starter levels (like making a ledge at the edges of the screen to show you could wrap to a higher path) and once the game goes 3d you’ll spend more time puzzling over the perspective than the wrap around gimmick, might’ve been an idea to use shadows or some form of highlighting to show where objects are in the space to make it easier to line up jumps.
It's a good idea! Level design also here, but platforming is challenging in a bad way for a puzzle-platformer.
What do you mean by "Platforming is challenging in a bad way for a puzzle-platformer?"
What I'm trying to say is that platforming difficulty shouldn't get in the way of puzzle solving. It's when you have the solution but you just can't execute it. But that's just my opinion.
The game has some good level design, the main problem for me was that the perspective made it hard to tell where the character's position was, which was made worse when I got to the 3d levels.
I totally agree, it's kind of a fundamental problem with the concept of this game and how it was made.
Because it was made in 3D with a fixed camera, there were going to be weird perspectives.
And the camera had to be fixed because if you had the camera move on the Y axis to keep the player in frame, then you would never be able to wrap around on the Y axis, unless you wanted to stop the camera movement at some point, but unless you build the level properly, could hurt readability of the level. (Though admittedly, this is an idea that I just came up with which actually wouldn't hurt the concept that much, just that it might have been more work to make levels for than I might have wanted to for a gamejam.) (But this concept could be more annoying in a bigger level that is moving the camera both on the Y and X axis)
Additionally, if you had the camera move to specific spot at specific points in the level, this could also hurt readability. Since you would think you could wrap around when planning out where to go, and then suddenly the camera moves, throwing everything off.
Though I think if I was to come back to this idea, I would probably have the camera follow the players Y axis to make it better to see, but still allow the player to wrap around the X and Z axis. Since I realized after making the levels just how little I really used the Y warping stuff. I did like some of it, especially what I did on level 3. But ultimately, probably would be a fine enough sacrifice for a more playable game.
Great game, honestly level design is pretty smart and challenging but its a pretty enjoyable game
The first puzzle was almost too smart for me! But of course, I had to wrap around.