Very cool game! The dimension limitation idea is smart. I found some bugs but the funniest one was on the second level. After exploding grenades their blue area acted like a shield and the rats ( ? which sound like frogs when they die ?) could not get in. I liked how you presented the lore but it is a bit difficult to read. Always check the contrast between foreground text and background noise because as it is now it is almost unreadable for me. Not much else to add. Well done fellow Godot enjoyer!
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Freedom Through Dimensions's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the Limitation | #19 | 3.500 | 3.500 |
| Concept | #41 | 3.250 | 3.250 |
| Overall | #41 | 3.112 | 3.112 |
| Presentation | #44 | 3.000 | 3.000 |
| Enjoyment | #56 | 2.700 | 2.700 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
roaringkitty26 (his name on itch io) made the concept art for the final boss. Dobidus programmed the game, made the music and drew the sprites
Software used
Godot Engine, Gimp, Movavi Video Editor and Bandlab
Use of the limitation
Your weapons have finite number of uses and you have a finite number of dimensions that you can move through
Cookies eaten
10±1
Comments
A curious and strange concept, I didn’t quite understand how it worked after the third dimension. After the fourth, I got lost, ha ha ha. Great idea, congratulations!
Fun concept with the dimensions, I think the axe is a bit too good if you don't realize the pineapples can kill the rats. Extremely original lick in the music...
I considered hiding a freedom motif in my game but I was a coward, bravo on braving it. Also frog victory, incredible
I liked the lock animation I thought it was really cool. Also the freedom motif getting used here is really smart.
Fun idea using the axis as limitation, so plus for that! The gameplay was fun and the art was very cute! Good job!
Nice concept, was fun to play. I think I even discovered a good strat/exploit to keep most of the weapons. You throw a granade so that it just barely touches the border of the level and then you can trick the rats to go into the void lmao. There's a subtle melody in the music that sounds a bit like a leitmotif from Jevil's theme "The World Revolving" from Deltarune :). Art-wise I would suggest avoiding mixels (different sizes of pixels in your pixel art). This usually happens when you scale your artwork in the engine. Additionally you could keep most of your artwork (at least when you're designing/sketching it) in a single file so that you can see the scale of all the sprites. Also adding more shading to the characters would be nice. In a top-down perspective like that you can do it as if the light source was at the top of the screen.
Haha, yes, I used that strategy when playtesting sometimes and that leitmotif appears a lot in Deltarune and is commonly known as "the freedom motif", thank you for noticing. I know about mixels but I just like how they look, I know most people don't but maybe some day I would try, thank you still for trying to help.
This is definitely a cute use of the limitation, and I like the art style overall. I struggled a bit with understanding my weapon usage and eventually came to a point where I was completely out of weapons, completely preventing any further progress - this seems intentional, but certainly I think the game could benefit from some way to either restore uses, or some other form of recovering from completely running out
Limited uses of the weapons, that was pretty cool! My favorite was the ax. That cute lil frog-me just swirling around. You know I wasted a few uses just to watch him swirl haha. Loved the froggy noises as well!
The axe spinning was fun, but using grenades to push groups of rats ended up being even more satisfying.
Love how you can plan out how to go through each section of the game due to having multiple weapons at your disposal! I do wish there were more levels so I could experiment more with different tactics to eliminate all the rats.
P.S. Really like the design of the final boss.
I really like how the idea of finite quantity and freedom intertwine in this! amazing work!
EVERYTHING IS LIMITED RAHHHH! this was an extremely good use of the limitation


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