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Walk A Fine Line's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Cleverness | #8 | 4.000 | 4.000 |
| Judges Choice | #20 | 3.000 | 3.000 |
| Playability | #37 | 3.000 | 3.000 |
| Artistic Style | #42 | 3.000 | 3.000 |
| Theme Implementation | #55 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1y9kNd4piWMFvM-dfQrr19s2xG4UbfOrxxAOl70z5Z7U/
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
Walk A Fine Line is a tightrope walking game!
You play as Walker as he has an introspective monologue about... well, you'll just have to play it to find out!
Controls: Mouse or Touchscreen
Move cursor above Walker so he walks forward, below to move back.
Move cursor side-to-side to balance Walker on the tightrope.
Avoid obstacles such as wind, onlookers throwing rocks and tomatoes, fountain geysers, ducks... (asteroids?) And walk all the way to the end to find out what Walker is walking for.
Estimated playtime: 10 minutes with minimal falls.
Please explain how your game fits the theme.
I decided on a tightrope walking game due to the fact that all eyes are on you. Tightrope walkers generally garner a lot of attention when they perform. The world is watching the tightrope walker! The world in this case consists of the townsfolk you are walking above. They watch and emote, and some of them don't like what you are doing, and they throw things at you! The game is top-down to show the villagers looking up at you and following you around.
Did you use Generative AI to make any assets in your game?
No
Is there anything you'd like the judges to pay particular attention to?
There are several iterations of the music track! Get further to hear them. Also, this game has an ending with a cutscene. I hope you can beat it, it's a bit difficult!
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Comments
Playability:
You've made a compelling rage game here and I actually had a lot of fun with it. Obstacles are rather brutal which is great for this genre.
Theme:
The theme doesn't feel strong on this one. It's kind of present in that onlookers throw objects but it's not really heavily tied to gameplay outside of that.
Cleverness:
Leaning back and forth to keep balanced is a great mechanic and not something I've seen before. Reminds me a bit of QWOP but on a tight-rope. Nice work!
Artistic Style:
Soft colors and consistent art throughout. You did great on this!
Thanks for reviewing! I appreciate it. And I can see how you think the theme was weak, I did want to add something else in visually once you get passed a certain point where you were being broadcast on TV, but did not have enough time as I started a bit late.
Difficult game; could use more checkpoints that could perhaps change with a difficulty setting. Birds at least appear to be triggered in an area so can show up many times in a row if you don't get the timing just right. Very tight timing in places like with the fountains.
Cool game with very cute simplistic art! This game has a nice challenge most of the time, but felt tedious in other parts. The hit box for the water fountains I felt was a little too big, it felt frustrating thinking I'd nailed the timing to find out I was ever so slightly off. The rate of the ducks coming at me was also a bit tedious. Overall however, I think this game has a lot of potential, and if this is to be made as an endless runner I think it will be very addictive.
Some balancing does need to be done yes. And I don't plan on making it an endless runner, I think some of the appeal of the game comes from the novelty of seeing new areas and obstacles. Thanks for playing!
Neat little game! The input scheme felt tight and I really felt in control of my little guy. I wasn't sure that I felt super connected to the theme for this one, but I did enjoy the gameplay a lot regardless.
A few observations:
Thanks for the feedback. The reason I had you click the player was to get people to orient the cursor in the middle of the screen by default. Also I'm curious, could you expand on how exactly you were moving the mouse to prevent him from falling? Was it super quick in the middle or a steady wide rhythm etc?
Also the mixel comment intrigues me, what did I do differently in the mixel composition compared to a badly composed mixel game?
Pretty challenging game, loved the simple mechanic of using your mouse's position to maintain balance! Nice work!
Really good submission here, the music is nice, and the layers slowly adding on top of eachother made for a smooth challenge ramp. It did feel like when you started getting random items thrown at you there was a large RNG failure option added. I had a couple times where it was basically thrown at me from right beside where my guy was so it hit me before I could even move forward or back.
Overall though really solid, good visual feedback to the player with the outlined elements showing danger. Good sound design, and a lot of mileage from some simple sprites! I think only complaint from me is there could have been a bit more feedback that something was about to happen, but that definitely could have added significant development time to make it feel right.
Yeah I tried to balance some of the obstacles more but got caught by the deadline and had to work on other things to finish the game out. Thanks for the feedback!
Really neat little game, quite simple but very fun and interesting mechanic. I barely got passed the first checkpoint, which huge fan there are, as I kept falling even when I appeared to be standing upright. I also liked the spectators that came by to watch as well, nice touch.
Yeah you have to pull him against the wind. Thanks for playing though.