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POLYGON's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #59 | 3.040 | 4.143 |
| Metroidvania | #86 | 2.516 | 3.429 |
| Overall | #94 | 2.264 | 3.086 |
| Enjoyment | #95 | 2.201 | 3.000 |
| Sensory | #105 | 1.992 | 2.714 |
| Execution | #107 | 1.572 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
We decided to go for minimal but happy graphics in the form of simple shapes and pastel colors. Make sure to see my comment regarding a bug fix before playing.
Team/Developer
Eldragon126 and Earlbro
Reference info
eldragon126
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Comments
The menus had some really bumping music! I struggled a bit with the controls, had to check the itch page for the buttons for each shape, but the main mechanics like changing shapes was explained well in game. I struggled with the platforming since your shape rotates as you jump, either helping or hindering your landing. I liked the shape change stations, but it felt mostly like a "you need to be this shape now" rather than getting to explore the same areas in a different way as a different shape. They were also EVERYWHERE so it never was really a problem to change. I did have the pause glitch happen a few times on me, but I persevered and found Polly!!
Unfortunate technical issue about the permanent pausing, which I didn’t see in the comments up front, so I lost a bit of progress, oops. I also noticed the game still is marked (DEBUG) in its release which is also not intended I imagine?
Cool concept though! You really committed to the aesthetic, even using square waves for the music. The shape abilities mostly felt pretty intuitive, although I didn’t even get the circle, but found Poly anyway. There’s definitely a few issues conveying new abilities, I liked the little bits of text written on the ground at the start, but it would’ve been nice to also add stuff like “Use left mouse button to grapple!” at the pentagon area, as I wasted some time wondering why I couldn’t attach myself to the ceiling by just jumping into it.
I also think the camera could’ve been zoomed out a bit more. Seeing so little of the screen at any point made it hard for me to really orient myself in the minimalist world. But I managed to get through it, so it wasn’t too big of an issue. Fun take!
Thanks for playing. I appreciate it. Yes, there are a few technical issues, and there definitely could be some better things, but my friend had some things come up, and so we ended up not having enough time to complete what we wanted to. We did upload the game approximately 20 seconds before the deadline.
We did in fact, zoom out the camera before release, so just know that it was zoomed out more than it was before. (Which you're right, it could be better to have it zoomed out more.)
For my first time genuinely trying Godot, I think it went okay.
Thanks for playing!
Gameplay highlights for me include how the triangle in particular uses its shape to kind of "grab" onto platforms to get a bit of an edge, it just feels right. I'm not sure if it was intended after getting the pentagon, but jumping over the tiny, cramped spike pit above it with triangle's grabby double jump was a nifty little moment after getting denied by going through that as a square and lacking the jump height to proceed. The way you can only swap shapes at these shape swap spots made it quite fun to figure out what shape I was going to need to get past the next obstacle and actually to the next gate. This process could expand out to quite some intricate puzzle platforming when explored further with all the shapes in your tool belt.
I appreciate the visual aesthetic you squeezed out of these basic shapes, by giving them these nice gradients, presenting the shape swaps like a little confetti pop of sorts, and how they have a nice spin when jumping. The darkness in one of the area adds a pretty strong sense of being in the endgame, and the music is a bop all over. The fact that the music itself is also basic shapes is very clever!
Regarding technical hiccups, I'm not sure if I'm missing something, but it seems that dying as a square in the triangle area gets me stuck. I couldn't you can't reach any of the shape change gates as a square from the starting spawn point, it just doesn't jump high enough to get to the first shape swap spot. Might just be how the patched version handles the respawns though. Treating the shape swappers as checkpoints would probably be helpful here, given that there's more traversal and problem solving than there is combat anyway?
Thank you so much for playing! I'm glad you like the specific mechanics my friend chose; we had a lot of fun making it.
Exactly! The gradients of each shape were meant to bring out the design while still keeping everything simple.
"Regarding technical hiccups, I'm not sure if I'm missing something, but it seems that dying as a square in the triangle area gets me stuck. "
I haven't run into that issue, but if you send me details, I can look into fixing it. Thank you for the feedback.
As far as the square not making the jumps, it can make all necessary jumps to make it to the first swap; the trick is that you can dash up. (I probably should have let everyone know that before) But jump, then push W + Dash, and it acts as essentially a shorter double jump.
Yeah, I will probably use them as checkpoints, but I'll probably do that sometime after the Jam.
Again, thank you so much for playing!
Oh! I did not think to try dashing up. That definitely would've taken care of every instance in which I got remotely stuck with it. No problems, then!
I Enjoyed the gameplay and the idea of using shapes as the travel method is very smart gameplay. though there are some areas where being a certain shape softlocks you out of the game unless you quit. if you can find a way to solve thnat it is all good
You just save, go to the menu, go back to the level, and you go to the area you were in. Where exactly did you get stuck? When we had our playtesters play it, we never saw anyone get stuck, so I'm just curious.
Thank you for the insight!
We just fixed a bug. By the way, if you access the menu right now, it pauses the game indefinitely. The reason was that one variable wasn't called. This should be fixed with this release: https://drive.google.com/drive/folders/13Dznop4SyT_0aIhYOrLF_H84WOGMlNOL?usp=sha...
Sorry about that, guys
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