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Grem Escape's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #37 | 3.185 | 3.185 |
| Theme | #39 | 3.259 | 3.259 |
| Overall | #40 | 3.074 | 3.074 |
| Innovation | #50 | 2.815 | 2.815 |
| Ambience | #52 | 3.222 | 3.222 |
| References / Humor | #53 | 2.889 | 2.889 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Even with only being a proof of concept, I think it really captures the Pizza Tower style well, especially for how silly grems normally are. Great vibes on the music and it’s fun rolling the grem around.
The grem’s slippery movement also was a bit of a hinderance for me though, not my personal preference with the precision of some of the spike-lined walls (though it didn’t cause too much of an issue to complete the level). I understand if it’s deliberately intended, but in that case I think the level design should be a bit more accomodating around the sliding and momentum.
Well done overall though!
The gameplay foundation is pretty good! there's only a clunk with the slipperiness of movement. It could be kept as unique part of how the game plays, but it will interrupt with precise movement, like maneuvering around spikes.
I think you manage to combine the gigi murin aesthetics well with the game, very grem! Its chaotic and frenetic (not really but I feel like you almost get there.)
the other already said about mechanics and level designs so I'm just gonna add that getting it right require time and continuous adjustment.
you're right! Thank you for playing!!!
You got the proof of concept down for the art style and design, but my main feedback which other people also commented on is the level design is what's causing issues with this style of game. The way the level is laid out conflicts with the idea that you need to go fast, so there's no flow. You have a lot of spikes and walls placed in such a way you get punished for going fast, so the player has to go slower, but then the breakable boxes needs the player to be fast, and once they go fast enough to break the walls, they hit spikes.
I see the idea with what you did and would love to play a more fleshed out design. Level design will probably be the hardest thing to do, but once you get a flow going with the gameplay, it would be pretty fun.
you're right, i have to get better, thank you for playing and your comment!!
For a proof of concept I am loving the whole idea of it. A fully fleshed out game from this would rock.
thank you for playing!!
I like that you went for a style and it carried through with a lot of the theming. I do think it's a bit tough to make games that require a lot of flow and level design. Speaking from experience, these games are much harder then they appear.
These games look pretty simple on the surface due to not seeming like they have a lot of mechanics. But the mechanics are usually tuned pretty hard and the level design is tight.
I think at the moment, it's a bit hard to go through the levels quickly. I found it hard to maintain speed consistently due to hitting a lot of walls and spikes. Sometimes I am able to break through a lot of blocks without slowing down. Other times I get stopped and I am forced to stop.
I also think the camera is too zoomed in too see what is going up ahead compared to your speed.
Still I think this is not a bad attempt and I see the vision you are going for! A bit more time to polish up level design and physics would be all it needs.
Thank you for the feedback, I'll keep that in mind if I continue working on the game!
Good luck!!!
You definitely captured the Pizza Tower vibes, with the music, art, and level design!
Genuinely think this could be awesome, and go far, if you come back to it after the jam ends.
You've already got a lot of the hard parts of capturing the feeling, I think with some more studying on the level design that you had mentioned you neglected, and tweaking the physics a little bit to fit with the difference in movement between Grem and Peppino (and take advantage of it), you could spin this into your own take that I'm sure Gigi would love to try to play on stream!
Great work!
Thank you!!!! Gigi playing a polished version of this would be awesome!
Interesting spin on pizza tower, having multi-directional movement opens up a lot of new puzzle possibilities. The art is great, jokes are funny, music is awesome! Very good at capturing the feeling of having to go fast! This definitely has the potential to be it's own full game.
Yes, it would be interesting to see it polished. Thank you for your comment and for playing!!!
Short and sweet game.
I liked the little grem art and reaction portrait!
Good job on the music too.
I wish there were more levels to experience more gremtastic speed! XD
Good game.Thank you very much for playing!!!!
I really like the art! I can't emphasize it enough. And all of the gameplay you have so far is fun! I enjoyed playing!
Thank you!!!!!!!!
With this jam's theme I was wondering how anyone would fare making a game with Pizza Tower/Warioland-like gameplay (it was one of our ideas too). But perhaps creating fluid platformer mechanics and maze-like level design from the ground up like those games is a tall order for a solo dev in a two-week jam. It was a nice try though! I'd be happy to seeing a more flesh-out version of a game like this in the future 😊
Yeah, it's a complicated task. Thank you for your comment and for playing!!!
I had never noticed how well a pizza tower would suit Gigi's style.
Thanks for enlightening me, nice work.
ikr!! Truly chaotic epicness. Thanks for playing!!
The shape of the grem in motion makes it feel weird to get stuck on corners. That makes some sense for a guy running like in pizza tower (putting aside stairs), but the grem is round and spinny. Otherwise I think this has the same issue I have with most sonic games: the level design doesn't really mesh with the momentum mechanics. I guess in that sense you're in good company.
Edit: I was told to look for things in my feedback that could be misunderstood as defensive, with this comment specifically mentioned. Sorry if the "good company" statement above sounded derogatory. What I meant is that since the Sonic games (at least the ones I've played) are usually not criticized for the level design and are generally considered really good, the criticism might be more a me thing or something just not impactful enough on others to be concerned with. I still mentioned it as a thing to consider in the case that you agree.
Don't worry, you're absolutely right: the level design sucks. I left that for the last day and didn't research it properly. Thank you for playing and for your honesty, I appreciate it.
Pretty fun!
thank you!
The grem felt satisfyingly weighty. A real chonker of a grem. I liked the pressure when the countdown started and how the level sorta doubled back on itself. Also cute gigi art :)
thank you for playing!!!
Really liked how the obstacles can be destroyed with speed.
it's cool, thank you for playing!!!
The music is banger. The game was simple but surprisingly satisfying! Nice work!
Thank you for playing!!!