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Tansaku Randamu's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1413 | 2.093 | 2.833 |
| Visuals | #1413 | 2.462 | 3.333 |
| Enjoyment | #1524 | 2.216 | 3.000 |
| Innovation | #1578 | 1.969 | 2.667 |
| Overall | #1632 | 1.990 | 2.694 |
| Gameplay | #1827 | 1.600 | 2.167 |
| Theme | #1912 | 1.600 | 2.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The only way to regenerate health and even gain more of it is to collect stars. Therefore you need to risk your run to collect 20 stars on current stage for max health.
What code and assets did you not make from scratch during the jam (if any)?
some freesound.org sounds:
Jump16.wav by n_audioman -- https://freesound.org/s/273567/ -- License: Attribution 4.0
fx organic hit_4 by DigitalUnderglow -- https://freesound.org/s/690552/ -- License: Creative Commons 0
oldskooljump.wav by Vicces1212 -- https://freesound.org/s/123762/ -- License: Attribution 4.0
Heavy Object Pickup by rayray_cruze -- https://freesound.org/s/734295/ -- License: Creative Commons 0
RPG Explosion by Yoshicakes77 -- https://freesound.org/s/818982/ -- License: Creative Commons 0
Laser Agreement by SmeckoGeck -- https://freesound.org/s/717012/ -- License: Creative Commons 0
Music is done by 2dbro/vyryr in OrgMaker 2.
All art is done by AsperDev, the artist for Doukutsu Randamu.
Various Godot plugins are licensed as MIT, like LimboAI, Dialogue Manager, Rapier Physics.
Monogram is the font by datagoblin.
How many people worked on the game?2
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Comments
kool concept it was very hard to control the character due to the gravity
I'm a bit frustrated because the game looks nice and I could really enjoy playing it, but the decision made about the mapping of the controls is really questionable....
Why not let me use wasd to move and space bar to jump, "E" and "F" to destroy/create blocks, or even left click/right click? Would've been so much easier to move around.... The problem with your implementation is that it inverts the classic paradigm of left hand for movement, right hand for actions, so it's very unnatural feeling to control.
The game has good potential if you implement a better control scheme (Controller support would be amazing too)
Z/X/C and arrow keys is how Cave Story is controlled (and apparently a lot of other 2D platformers), and this game is partially based on Cave Story.
I'd like to add rebinds, but jam's deadline is already done, so it cannot be done right now without breaking the rules. Sorry.
(also, this "classic" paradigm only works on consoles and 3D games, in my opinion, but feel free to disagree)