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Dimensional Hell's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #789 | 2.424 | 3.833 |
| Theme | #1004 | 2.319 | 3.667 |
| Overall | #1054 | 2.038 | 3.222 |
| Innovation | #1069 | 1.897 | 3.000 |
| Enjoyment | #1100 | 1.897 | 3.000 |
| Audio | #1103 | 1.687 | 2.667 |
| Visuals | #1124 | 2.003 | 3.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Player encounter multiple dimensions where anomalies change controlls, projectile and movement
What code and assets did you not make from scratch during the jam (if any)?
everything is made from scratch, all music and sound under CC0 liscence
How many people worked on the game?3
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Comments
Pretty good platformer! I think some death animations for the bad guys would have put this one over the top. Maybe a cue sound when you open a gate as well or some indicator.
The mechanics and platformer controls themselves were very smooth and made for a fun play!
The game for sure lacks good music management system and definitely visual enhancements, even simple particle system would changed a lot, but we were running out of time. I'm glad that you liked it. Thanks for your reply!
At first it was a bit slow and unforgiving for me but then when the levels got harder it was great :D good job
Thanks for playing and honest review!
At first i thought the ninjas was my nemesis until i see the blood level haha. The art was well made. Game was simple to understand, the switch control was not to hard (perfect). The first section of the blood level was hard for me. Good game guys, Good luck for the jam.
Me too, bro me too I feel your pain
the gravity levels were really challenging, but really fun when you get the hang of it!
Thank you. we appreciate that you enjoyed!
Nice work on the enemy AI! More challenging than what I would have expected for a game jam. I also really liked when the throwing dagger was affected by gravity. It felt like it required more precise timing, which made the game stand out from other similar old school platformers.
If I could comment on improvement suggestions, I'd say that, imo, the areas are a bit too long for having everything and the enemies reset upon falling onto the spikes in front of the exit with full health 😅 I'd vote for either condensing the levels for a more Celeste-style approach, or having some checkpoint system throughout the areas.
Good luck with your game! Feel free to check out ours too!
Thank you for playing our game! For the spikes we had an idea to make them simular to hollow knight style where you take only one damage from them and spawn on the last stable ground, but the time was running out.