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Going Down?'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality of the Idea | #2 | 3.917 | 3.917 |
| Freedom to Improvise | #8 | 2.333 | 2.333 |
| Overall | #8 | 2.483 | 2.483 |
| WTF Factor | #10 | 2.417 | 2.417 |
| Humor | #12 | 2.000 | 2.000 |
| Unexpectedly Wholesome | #15 | 1.750 | 1.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What sets were used in your game from Craftpix.net? (links please)
https://craftpix.net/freebies/free-wraith-tiny-style-2d-sprites/, https://craftpix.net/freebies/free-orc-ogre-and-goblin-chibi-2d-game-sprites
How does the game fit the theme?
The boss looks cute in the beginning but becomes increasingly menacing and dangerous
How many people are on your team?1
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Comments
Very creative concept! I thought the pacing was a bit slow, wished I could have clicked to jump to the next piece of dialog, but I also understand this could be a design choice to build tension.
Thank you! Yes, partially that and partially because I didn’t have to the to rework it due to the time constraints of the jam.
I love the concept!
I don’t usually like giving advice because we all know it’s complicated to do everything we had in mind, from scratch, within the given timeframe, but:
If you added a variable that makes the pace accelerate with each turn, that could be awesome!
Imagine that each turn your number of actions increases by 1, but the time to memorize them decreases (and the elevator animations are faster and more abrupt X) )
Anyway, great work!
Thank you! That’s exactly how it’s supposed to be if I ever decide to turn this into a real game.
Actually, I don’t even think the time would need to decrease. It might just as well increase with the number of actions. It would still make it much harder to form a strategy and memorize patterns. The idea is to add more synergies between items, making it necessary to make choices even before you start memorizing.
By the way, I really liked your game. And fun fact, some time ago I made a prototype with a very similar narrative: a runner in which a cat gets lost while chasing a butterfly and ends up running from its peaceful countryside home into a big futuristic city. The butterfly is actually a robotic one, created by an evil corporation to experiment on the cat. Every time the cat catches it, it gets a new implant that grants a new skill, and then another butterfly appears, triggering a new chase. At the end of the game, the cat is turned into a semi-robotic murder machine. I even created a Steam page for it, but eventually I got lost in other projects. One day I will go back to it and release it, I hope.
Great minds think alike, I guess :)
I struggled with the game resolution (Too big for regular browser, then going into fullscreen made it blackout), but fixed it by fullscreening my browser with F11.
The game is really cool. Such an interesting concept. At first I couldn't think of a way of keeping it interesting, but you did it with the "Map" thing. Brilliant work!
Thank you so much
Interesting concept. I felt like the shield was not applying. Also, changing to "space to advance text" would be helpful as I had to start over when I looked away from the screen for a split second (missed what floors I needed to go to)
Thank you for the feedback
Very hard but interesting game, you must read every word and remember where is what. I like that concept.
Quite fun! My only issue is the pacing on the text being a bit slow, but other than that it’s quite a cool concept.
Thank you! I realized that I would have needed an input-based text progression, especially if the players want to replay the game and don't want to to re-read everything every time, but you know, the time was limited :)
I liked this a lot! Maybe have what items are where listed below or beside the buttons, so players have to remember where the numbers are, instead of just where the items are?
Thank you! Yes, there are different alternatives that I would have liked to explore but did not have the time to. I might keep on working on this, because it was very fun. We'll see.