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Revolving West's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Quality and fit of sounds and sound effects to the game | #3 | 3.714 | 3.714 |
| How well did the game follow the constraint | #4 | 4.000 | 4.000 |
| Cohesiveness of game elements | #6 | 3.571 | 3.571 |
| Overall | #6 | 3.614 | 3.614 |
| How well did game visuals follow the SNES style theme? | #8 | 3.714 | 3.714 |
| How polished were the game mechanics | #10 | 3.071 | 3.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What's the strangest/funniest bug you encountered while making your game?
Lots of funny interactions due to physics being unpredictable or misunderstood, like our character flying to the moon for no reason!
Don't forget to add the title of the jam somewhere in your submission page!
We will reference the jam where we can, and recommend it to others too
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Comments
Probably one of the more unique concepts in the jam. Nice job!
Thanks so much! I’m really glad you liked the concept. We wanted to add more upgrades and fine tune them a bit, but as usual there wasn’t enough time for that lol.
I watched your stream after it was uploaded, so thanks also for streaming our game! It’s very insightful to see someone else playing and progressing through the game
Great game, a mega man like platformer with intresting dialogue on every death... I like it! (as you can tell from my game), the plaforming is good the loop is great and the art and sound are really good. my only real issue was the polish, but besides that it's Great!
I had heaps of fun with this! My first few runs did feel a bit grindy, but once I was familiar with the map and had a few upgrades I was really enjoying running (and sliding) around and shooting enemies.I thought the Ominous Voice had a lot of personality, and really helped make the loops feel meaningful. I'm also a sucker for upgrade games, and noticed the ledge just at the cave entrance, so keep dying on purpose to get my jump force high enough to climb up and over it... I would have loved if there was an easter egg up there... but instead I think I just ended up falling off the edge of map! :D
Forgot to mention - the music was awesome!
Thanks! This was my first time scoring and writing for a game. Glad you liked the music and the dialogue :)
This was fun! I liked how dying gave you a boost on the next run. It felt a little bit ghosts & ghouls if you were going for that.
Some feedback:
Overall this was fun! It definitely felt like an NES or SNES game.
Thanks for playing and for leaving a comment! I’m glad you liked the game, we didn’t use ghosts & ghouls as a reference to be honest, but I’m glad to hear that comparison and that it felt like an authentic SNES-era game :D
It’s good to read that the enemies were good, we were trying to get as much variety there as possible. We didn’t even have enough time to add all the ones we wanted, but at least we got some different ones on time. As they got stronger in later loops we wanted to make them look different too, like more robotic, but there was no time for that either unfortunately.
Interesting, I didn’t see that with the spikes, but I can see that happenning since the damage detection was simple in that case. I didn’t think of adding the coyote time! That totally makes sense for a platformer of this kind, we should add it as an improvement.
Ohh yeah I know which snake you mean. That’s on me actually, I placed it there. I actually thought it was kind of unfair too, since it would wait for you at the edge of its platform, and slash you as soon as you were in reach. Like you, I also found the cheese of shooting it from the other side, finding the right altitude to fire while in the air. That made me wonder if someone else would find that cheese, so I left it there. I’m really glad you found it too, since it gave me confirmation lol. But it’s true that it should be a bit more accessible than relying on a cheese to beat it.
Great fun game, I think I was lost on how it links to the Stuck in a Loop theme. I did also noticed a couple of glitches whilst playing with player movement and the music and sfx still played even when I turn these all the way down.
Great fun game, I think I was lost on how it links to the Stuck in a Loop theme. I did also noticed a couple of glitches whilst playing with player movement and the music and sfx still played even when I turn these all the way down.
Thanks for playing! The idea of using the theme was that by the time you get to the end of the level, this “entity” kills you and you start all over again, as if it was Groundhog Day for example. Once you complete 3 loops, you win.
Oh we still have some collisions to polish so I can see that some player movements might glitch or a bit or be a bit weird. The music/sfx bug with the sliders totally slipped me, maybe we didn’t connect them to the proper bus? We should’ve probably done a bit more testing around that. I didn’t test the sliders too much, most of the time I wanted to listen to the great music and SFX that our composer, they did a great job :)
I had a good time with your game. :-)
Would be great if you polish the player controls a little bit more. Got sometimes stuck for no clear reasons and I also managed 2 times to get into climb mode midair, without a ladder beeing near.
Thanks for playing our game, and for leaving a comment!
Oh that’s interesting, I wonder at which parts of the map you got stuck? Collisions sometimes did weird things sometimes for me, like for instance when sliding under stuff, or when sliding into walls. Entering the ladder climbing animation might’ve been a slip of leaving something in the map that should not have been there. I’ll see if I can find where that happens.
Still, I’m glad you liked the game :)
Cowboys die twice, I died 3 times but got to the end
Positives:
+the sliding feels really good to pull off and the gunplay is snappy
+The enemy designs are fun
+the getting better stats each time you die was brilliant, I'd love more of that. Give me a double jump if I really flunk.
+I liked the ominous voice at first condescending and taunting turning into it getting flustered. I had to do all 3 loops to piss it off.
+some good ol rootin tootin megaman styled platforming
Suggestions:
>I wish the platforming was a bit less floaty and the level design was more challenging so I would die faster and get better equipped at a quicker rate or experience the loop aspect more.
>the second loop the only difference was blue lights. This didn't really impact my playing at all. I think a loop with more spikes would be cool!
>The visuals felt more NES maybe going into SNES territory on the tileset. Could use more shading and dithering to where possible
Overall:
A good time! I enjoy a good megaman and I think your loop on death mechanic was brilliant.
Thanks for playing and for leaving a comment! And a very thorough list of positives and suggestions as well, nice!
It’s great to hear you liked the sliding and the gunplay. Sliding is also my favorite way of moving around the game. The enemies turned out good I think, we had a couple of designs that we didn’t have time to add, like a flying bird that drops bombs. I wish we would’ve had time to add those, but at least we got some variety in. My favorite is the cactus guy that pops out of the floor :D
That’s awesome that you liked the looping upgrades mechanic! We thought that would make things interesting, make playruns at least a bit different from one another, and tie in well with the theme. Same as with the enemies, I also wish we could’ve managed to add more upgrades than just “number” upgrades, such as the double jump you mention, or wall-bouncing, or stuff like that. At some point we mentioned making sliding or even shooting into some of the first upgrades (guaranteed at some point), but that might’ve slowed down the speed of the game too much, and maybe not feel too fair in the first runs.
I agree with your points about the floatiness, the challenge of the levels, and the variety of the levels in the different loops. For the first one, we could’ve done with more testing to find a better balance. For the other ones, we did have plans to have 3 unique maps, but like many other things in this list, we also didn’t have time lol. By the time we had the first map more or less done, we were close to the submission date. So the only option left was to try to re-use the same map but make them slightly different. However even with that limitation, there’s variety missing: the enemies are stronger but they’re the same, the tiles are the same, the blue lights make it look different but not too much. I’m glad we still got the 3 loops in, but I also definitely would’ve liked to have 3 totally different maps or at least more changes in between map repetitions.