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Test's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #17 | 3.800 | 3.800 |
| Relevance to the theme | #36 | 3.467 | 3.467 |
| Overall | #61 | 2.960 | 2.960 |
| Enjoyment | #77 | 2.533 | 2.533 |
| Execution | #79 | 2.400 | 2.400 |
| Metroidvania | #80 | 2.600 | 2.600 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
pixel art with minimal dimensions, and the artwork of tiny sprites using only 4 to 6 colors
Team/Developer
I am on my own.
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Comments
Hey, this is something, has a really good game feel, and the demo stage is very well finished and polished, I almost didn’t see this one because of the ‘test’ title ad the lack of thumbnail, but I’m glad that I take a second look on this submission. Good job.
I am so utterly perplexed by this submission, why is something with as good of visuals as these and just overall professional feeling assets and fairly solid gamefeel also thumbnailless, descriptionless and basically nameless? I suppose this is one way to interpret the theme...
I had some personal stuff come up while making the game, so I couldn't finish the demo.
But wouldn't it be good to still give it a thumbnail and description, since you did upload the build? Since those can be edited during rankings and all
Beautiful game.... but even with the knowing how to get past the spikes I still really struggled (quite possibly a skill issue on my part), so I really didn't get far, which is a pity because I loved the graphics... really would love to play a version of this that eased you into the mechanics as it looks fantastic
First of all: it is a shame that you did not put any thumbnail to your game. If I wouldnt play any browser entry of the jam I would not have recognized it. The style is awesome and I can see that you poured a lot of love into this game. I never player Hollow Knight, but what I saw from Hollow Knight looks like the main-mechanic of your game. Also I admire that you, in comparison to many other entries, actually build something fitting to the theme: by which I mean that the player is a minimalist. At first I thought I was stuck, than I tested around which buttons do what on my Keyboard and realized that I can attack. I would have been an absolute essential to write the controlls at least on the game page, because people might play the game and just quit, because they dont know what is going on. From my experience: what would even be better: but the controls onto some panel in the start area (or in a dialogue box, whatever). Secondly: I love environmental story telling and information the developer omits, for the player to be discovered. SPOILER (to anyone who is not the dev): the image showing you that you can punch spikes is a great idea, but I only saw it after figuring out the mechanic anyways by random testing (because I was like: why would someone with such great pixel art, just stop building a level?). So putting this hint a bit more into the spotlight would be a great thing (I read many comments, who just quit the game, because they were unable to figure out what to do).
In terms of the movement: the movement itself feels good, but it misses features treating the player bias: e.g. buffered jump inputs and a coyote-time. Also some of the jumps where very difficult to perform, because the space was limited and I felt like I was missing control over the player. E.g. when you put spikes on the ground for the player to bounce on, maybe it is not a greate idea to then put also spikes above the player. I like difficult games, but this is feels (honestly) unfair. But I am well aware that you tried to balance the game by placing healing items, which is respect.
This critique might sound very harsh, but I do know that this is a game jam and that time is limited. I actually wrote this, because I think that your game is insanly cool and just wont be recognized due to its missing screenshots and thumbnail.
Truly awesome work!
Also I just remembered that it was a bit weird that there are background textures you could jump on, there it would be nice to have a clear indication on wether you can interact with something or not. But this is just a minor detail, it doesnt really affect the player negatively, but it breaks the immersion a bit.
Very pretty game, love how the visuals come together. The movement is a bit of a challenge to get used to, but it's interesting while remaining simple.
The boss was a bit too challenging for me -- I would love to see past it. I'm intrigued by what else this game has to offer.
I *love* the intro animation. I also enjoyed jumping around and exploring! Unfortunately I immediately hit a bunch of dead ends and gave up...
And with that, I gave up. Neat though! Very promising start - agree that the color palette left much to be desired - might be because I'm colorblind but it was extremely hard to tell what was scenery vs what was foreground / interactable.
SPOILER: there is a image above the spikes. You can attack with the arrow keys. (This is enough information to get past the obstacle)
Loved the style. It looked and sounded very charming. Unfortunately, I wasn't able to find any way to progress beyond surface-level areas and the game all around doesn't seem to have much beyond what its title suggests.