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Elevator of Fun's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #158 | 3.876 | 4.333 |
| Visuals | #560 | 3.280 | 3.667 |
| Overall | #758 | 2.658 | 2.972 |
| Audio | #786 | 2.460 | 2.750 |
| Gameplay | #935 | 2.162 | 2.417 |
| Innovation | #976 | 2.087 | 2.333 |
| Enjoyment | #1016 | 2.087 | 2.333 |
Ranked from 12 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?
When you enter the elevator it will transfer you to a randomized strange place.
What code and assets did you not make from scratch during the jam (if any)?
All art, animation, and most code was made by me. Sound effects are from JFXR, music from https://x.com/TixiBloxxr Layering scripts were from Friendly Cosmonauts GMS2 layering tutorial on YouTube.
How many people worked on the game?2
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Comments
The graphics and color pallet used is very cool! I think some kind of tutorial or explanation in the start would have been really helpful. The environment and enemies have really good simple but effective design. Good job!
I love the style of this, It's cool survival game basis and I would like to see this expand into something bigger. I enjoyed it, good job! :)
I do plan on expanding it, don't know when it would release though.
Very nice survival game foundation; the theme hits very well.
A nice addition would be inventory management and some compass/arrow leading you to the elevator.
My main issue is that there is way too much dithering on floor tiles and in day/night cycle which was an eyesore. Additionally the item count for crafting in some cases was illegible.
Thanks for the feedback, I'll try my best to do something about the dithering, but with the limited color pallete I'm not sure what I could do.
Nice visual effects and art, and an amazing palette too!
I really liked the birds, who slept during the night on the 2nd floor. Gave the world a sense of a real place
thank you, if you have any suggestions id be happy to hear.
You could add dangerous areas away from the elevator with some rarer resources to have a reason to go there perhaps. Maybe you could try other actions apart from hitting, like researching (having a creature/plant in an area for certain amount of time) or simply feeding or growing things to harvest later? Have creatures/plants that hunt other creatures/plants. Maybe try some environmental puzzles, like mazes, deep floors set in total darkness or floors with weird movement modificators, floors with traces of lost civilizations with still functioning tech and traps. You could try some interconnectivity, having blockers in the first floors that could be destroyed only with high-end items from deep floors or doors on deeper floors, which are opened with items found at the beginning behind some obstacles.
World's your oyster with this one :D
Thanks for the suggestions, I'll incorporate what I see fit from those suggestions, quite fond of the idea of more dangerous areas away from the elevator, I'll likely add that when I get to working on the game again.
Great little game ! The visual are cool, there are some feebacks.
You should add a button to replay on death (I needed to refresh my page).
Great job for a week !
Thanks, I'll make sure to add that in a later version. If I didn't procrastinate and do most of my work the last 3 days I probably would have remembered to add that.
Cool visuals and fairly strange floors :D Good game, love it!
Thanks!