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Koruney [prototype]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun: Does the game bring you joy? | #6 | 3.125 | 3.125 |
| Theme: Does the gameplay/story fit the chosen theme? | #8 | 3.375 | 3.375 |
| Graphics: Does the game look good or unique? | #8 | 3.125 | 3.125 |
| Overall | #9 | 2.825 | 2.825 |
| Replayability: Would you play the game again? | #9 | 2.375 | 2.375 |
| Originality: Does the game have unique mechanics or design? | #12 | 2.125 | 2.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game interpret the theme?
Flower, flower have root, flower take root, flower fixed in soil, flower happy :)
Which Haxe game engine or framework did you use?
HaxFlilel
Link to source code (GitHub/GitLab/Gitea/BitBucket)
https://github.com/Snirozu/hxjam25-summer
I confirm that my game was written in the Haxe programming language
Yes
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Comments
A fun little platformer that keeps things interesting throughout with whimsical art and humor. Though it isn't a good use of the theme, imo
Tiny little changes could have gone a long way:
thanks geo, that’s good feedback, especially that you’ve mentioned that the player should only slide when they’re going down. i’m honestly kinda dumb for not thinking about that during the development lol
(ps. it would be very useful if you could rework flxtilemap because it’s very basic and doesn’t offer much for a library class, i’ve run into problems while working with it, like the first tile in the tileset doesn’t render properly so it’s always blank, and the hitbox is the same for each tile so it doesn’t allow seperate hitboxes for each tile type)
This game feels metaphorical and I've gotten into arguments with people already about what it means. I enjoyed it!
this game is a commentary on our society and it tells how the bite of 87 has led us to the great depression in the united provinces of poland during the pangrea period
but seriously, i’m glad you enjoyed it!
(ps. congrats on winning the jam!)
The jumping was floaty for me too, but I liked it. It contributed to the eerie atmosphere and made the platforming very chill and comfy. Also I loved the jumpscare at the beginning
i honestly don’t know how to feel about this review, but thanks
First, just wanted to mention that I confirmed that the game's speed depends on the refresh rate of my monitor. That's because you set the frame rate and draw rates both to 144hz. I would honestly say it's a bug for HaxeFlixel that it doesn't properly run multiple updates per requestAnimationFrame to catch up to your target framerate - and that it should just do vsync o_o. But by default, HaxeFlixel recommends 60fps, so maybe most people just don't typically encounter this problem, idk. I changed my monitor to 144hz and got to experience it as you intended <3
BUT YES, it's an awesome platformer game!! You really loaded Chekhov's gun with the random jumpscare and subtle allusion that the sunflower is deaf, but that kept me on my toes as I played, expecting something weird to happen at any moment.
I do love a good wall-jumping platformer, and this one had a satisfying level of difficulty!
I also loved that this had a rising-water challenge at the end! While I feel like those shouldn't really have dead ends on it, there really only were one or two here, so it's fine; it added a tiny bit of path memorization skill under pressure, which is cool. But for fairness, I would suggest maybe making spikes a liiittle bit more lenient, like having spikes not kill you if you merely land near them on a wall-grab. Making hitboxes a little in favor of the player is always a good way to lean haha.
Nicely done making a full game for the jam despite losing some time on a different idea! It's fun, and you really undersell the effort that goes into adding dialog and triggers and an end sequence and all that.
Also.. is... is that loss??
i’m pretty sure it’s only haxeflixel’s bug on the html target? either way i’ll try to look into that sometime later because i’ve only noticed this happening on velocity stuff
the whole thing with the sunflowers jumpscare was honestly just to mess wtih people lol, and also the protagonist being deaf was a last-minute dumb excuse for me not adding any sound (i’ve tried to but it was awful) (also ignore the fact the protagonist hears others speak)
oh and i’m very aware that spike hitboxes are AWFUL, they were supposed to be way smaller but FlxTileMap doesn’t support that, sorry that it affected the gameplay a lot!
but i’m glad and surprised that you liked my very rushed semi-vent barebone-platformer game (oh and also took your time to write a review on it, i appreciate that!)
I II II I_
gonna look into this framerate issue, I've heard of it before but never had a good repro
This was really funny! The physics were way too "floaty" for me, might be a bug like Zanzlanz had in testing?
dont tell me youve played this game with the same speed zanz was playing lol
anyway, i dont think the controls should be floaty, maybe try running the windows build instead?
(i swear its the same bug like my previous entry had im gonna go insane with haxflixul)
and also thanks for calling the game’s humor funny, ill try to experiment with it more in my next projects, theres still room to improve tbh
The flower is scary! The mechanics of the game could be improved, but it is fun anyway. Sound is sadly missing.
by mechanics i guess its the gameplay?
with colisions for example, theyre awful because haxeflixel doesnt allow custom hitboxes on tiles
there were supposed to be more mechanics in the game but they were so tied to the game being 3d that i couldnt really translate these ideas to 2d (ive switched to haxeflixel from away3d after 4 days of trying to add anything there)
though im glad you had fun playing it despite it being very basic!
and about sound, im awful at sound design
also im glad i gave you an anthophobia