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Eye's Lies's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme - How well did it incorporate the jam theme? | #1 | 4.619 | 4.619 |
| Overall | #8 | 3.848 | 3.848 |
| Core Loop – Is the core loop fun/enjoyable? | #9 | 3.714 | 3.714 |
| Scope - Was the game focused on one tiny idea? | #12 | 4.286 | 4.286 |
| Overall - As a final product, what is your overall rating? | #17 | 3.476 | 3.476 |
| Polish – Did the slice feel like a finished game? | #26 | 3.143 | 3.143 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really cool idea! I read your devlog on the graphics change and think that's a great idea (not that what you currently have is bad, but I do agree your changes will fit your game better). My only complaint is the one hit gongs show everything a little quickly and I had to restart to find stuff again b/c I didn't quite have enough time to memorize it (specifically on level 3 is what I'm thinking of).
I'll definitely check back to see the changes you make! :D
Thank you! I am planning on working on this a lot more, I love the concept. Would really work well in a longer, more exploratory format. (One hit gongs will be balanced in the future ;) )
Nice game, was sad that it was over. I did also get the bug where i got kicked out of the level but besides that its a nice mechanic and simpel to understand
Thank you! Very unfortunate that that bug got past me in testing..
I liked the visuals and the feel. It was buggy. I pressed R and got kicked out of the level’s boundary. The gameplay mechanic is interesting. Memorizing levels this way doesn’t always work in this context. Especially when you get one click (level 3) and need to get a good understanding of several platforms.
I appreciate the feedback, I'm busy adjusting the way one time gongs work, the visuals will be much clearer and there will be a reset mechanic. For example, you are traversing a platform and gain vision of a one hit gong, you will be required to go back to some certain point of the area, where you can then reset the gongs. I think my puzzle design in this prototype was just bad as well, and I've found much more interesting ways to structure the levels. I hope you try it at a further stage of development!
I probably will.
The idea was cool, but it was quite frustrating. With some polish, it could be more fun, and also, all the white colors clashed, so it wasn't very visually appealing. That being said, I did have a good time playing, and the different gong types were cool.
Very much appreciate the honest feedback, definitely needs some polish. Thank you!
The game concept and your implementation are very nice , it reminds me of an old game called Lurking.
Also, I think the gong shouldn’t be a one-time use. When it can't be trigger after a single hit, it becomes frustrating to find the path once the timer runs out.
Thank you! I do see where you're coming from. Ideally though I would like different mechanics for the gongs, in your opinion do you think once off gongs should be removed completely, or would them having a much higher range and duration balance out the one time use?
IMO that gong shall always be there for player to use.
As for the range and duration , I think it really depends on the level . In the level I was in the bottom , the road I rly need to walk to is on the top, then I think the duration shall be longer enough for player to acknowledge that "the road is on top , I need to memorize it" , even after they failed, they can look to where they failed , and try to memorize next part.
For the level the gong and the road is in the same altitude , you can test multiple times to see if the you can reach the end while you only needs to follow the sound wave.
I think every one-time item ( In a puzzle game like this ) shall be powerful enough to make it don't need second use anymore , like a gong after you hit , it'll start emit the sound area with an interval or something ,that "you can't hit it again , and you don't have to hit it again".
Agreed, the challenge should be in memorizing the routes, not having to guess where to look when you hit a gong. Thanks for your feedback!
I’m guessing it wasn’t intentional that the R button sends you flying out of bounds :D I like how you incorporated the mechanic even into the main menu. teaches you how the game works before it even starts, efficient! the visuals are really nice too
Hahaha absolutely not, that bug slipped past me during testing before submission sadly. Thank you!
Cool game, you definitely nailed the Mirrors Edge aesthetics :) I like the concept and the way the gong hits were visualised - all very smooth! Though I think you could have been more generous with how long the effect stays visible, especially for the one-hit gongs.
Thanks for the feedback! To be honest after watching some playthroughs I totally agree, I think If I were to make any changes like that, I'd also like to increase the range of them as well.
The sound visualisation is very nice
Appreciated <3, It would've been a lot cooler, but web support was really hurting the shader and depthmap idea for the sound waves...
The idea is cool and the implementation is good, but I caught a couple of bugs, for example, respawn often doesn’t work and just shakes you all over the map, but the game mechanics are very cool!!!
Thank you! Yeah it is very unfortunate, I tried to push out a fix for that this morning but no updates during voting period :sadge:
This was really fun to play!
Thank you! It was a lot of fun to make!