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TEXTULA [Jam version]'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1 | 4.625 | 4.625 |
| Relevance to the theme | #1 | 4.625 | 4.625 |
| Sensory | #1 | 4.688 | 4.688 |
| Overall | #1 | 4.562 | 4.562 |
| Execution | #1 | 4.375 | 4.375 |
| Metroidvania | #3 | 4.500 | 4.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Art style, lack of a HUD, combining common game mechanics (key, abilities in console), storyline/themes of a world being forcibly homogenized.
Team/Developer
lieero, saksu
Reference info
Discord: saksunoob, lieero
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Comments
the ascii style is like perfect for the minimalist theme, really love the aeshetics of this game. Not only that but the mechanics are really freakin cool. The main character is cute
Most incredible game in the whole jam frfr
This is Art
Really cool concept and execution for the most part (controls and platforming could be improved). The main gimmick and its presentation is simply phenomenal though. Really good entry !
Could you go into detail with the issues you had? Constructive feedback is great, I'd just need more info to be able to improve on them.
The movement felt quite slippery and slow to accelerate at the same time. A lot of the platforming jumps felt too tight as well. I often felt like it must not be the intended solution.
I also got myself into a soft lock I believe. I somehow found my way into a room with an upgrade that seemed to say I could relocate myself ? However, I couldn't figure out what the command for it was and trying to leave manually was impossible.
Regarding your issues with the difficult jumps, a big part of the issue is most likely the level design not pushing the player enough into doing jumps in a sensible way, which can lead to a lot of "cheesing" them in ways that are messier and harder. We'll look into addressing that for future versions.
The powerup's main purpose is to unlock the stomp ability, which is harder than intended due to a bug where the jellie enemies' hitbox is higher than the sprite. The powerup also unlocks the goto command which is revealed elsewhere so if you are stuck, the command 'goto wakeUp' will take the player to the first room. The hitbox issue is fixed and will be in the post jam update.
Extremely good entry! Aesthetics and presentation were fantastic, and the game hooks you almost immediately. I loved the main mechanic and the little experimentation I did with it makes me very curious to see where this can be taken in a full game! If there was one complaint I'd have it's that some of the jumps were a little bit tight sometimes, but overall this is one of the best entries so far!
genuinely my favourite entry i've played so far really cool! great work!
once i got the Key i was pogging the entire time with the type of shit it enabled absolute BANGER concept of a game. Very excited to see what a final version of it would look like.
I desperately want to see a full version of this game, the concept is so friggin' neat
wow this is a really really cool idea. I'd absolutely play the hell out of a full version of this. Amazing use of the theme, and I felt like this idea has so much potential!
absolutely wild entry
it was seriously the coolest thing i played in a while. im baffled. and i mean it
and about the jam, its also probably the best "minimalism" interpretation
the only complaint i have is that i need more, please win and keep working in this i beg you
WTF?!!! I LOVE IT GIMME MORE, WTF??
A platformer metroidvania game with a text-adventure twist, needs to explore the world and solve some puzzles. The game uses ASCII art to build the world, which is fun and fits with the minimalist theme. Style is simple and cute, animations are smooth, and the music is cool.
The difficulty is OK. Jumping can be a bit tricky at first, but once you get the hang of it, it's pretty easy.
(Spoilers ahead)
The demo gives you a peek at the story and the world, which is fresh and clever. It even explains why the player can open the console and type in commands.
I really love how the game uses the sword—you really need to master it to reach certain places…or maybe that's just me problem.
The platform design is also clever, you can jump up from below, but going down from the top makes you think a bit.
Every little animation detail, like how the flower reacts when you walk past them, or the shaking of the sword during the jumping, shows how much care and time the authors put into this. A very incredible game, looking forward to further development.
It was excellent, my biggest complain is that it was too short and I wanted to play more lol
(I did have a small bug where the "help" command didn't work, and had to restart the game)
The art style and atmosphere were incredible, and I really enjoyed how you can move around by swinging the sword, very satisfying.
That bug is an oversight on our part. The intended feature is that if the help command isn't the first command you use, the higher program never hears it and thus won't help you, but we failed to account for people misspelling help on their first try. This is already fixed, but we cannot update the game while ratings are open.
Happy to hear you liked the game anyways :)
Ascii assets, Cool
Absolutely loved everything about this.