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Avoid the Void - Demo (Alpha)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Was the improvement free from bugs | #2 | 4.000 | 4.000 |
| Does the improvement move game in the right direction | #3 | 3.500 | 3.500 |
| How sufficient was the improvement | #3 | 3.500 | 3.500 |
| How creative was the improvement | #4 | 3.500 | 3.500 |
| Was the improvement accomplished | #4 | 3.500 | 3.500 |
| Overall | #6 | 3.600 | 3.600 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Describe the improvement that you have been working for this jam
Main changes during this spring:
Confirmation for all cards
Simulation for action cards
Remade player controller with FSM
New color scheme
Increased resolution to 1920x1080 with new responsive UI
New card layout and new card illustrations
Lighting system
Added lives
New generative music system with 4 different tracks in parallel
New Tutorial
4 new levels and adjustments to 5 others
Many bug fixes and improvements
Cracked blocks in tiles
If someone is curious, it is actually possible to see the version before this sprint here:
URL: https://erebrus.itch.io/atv2
password: testing
Describe your game in one sentence
A roguelike deck-builder puzzle platformer in which you don't controller the character directly, but must lead them to safety.
What feedback are you looking for
We are looking to validate the concept and "find the fun". We have feedback form here: If you can: https://forms.gle/Xw86jevvs6cVCU2H8
Otherwise main questions are:
- is the new sprite size enough to make it clear you can't squeeze through a 1 tile high gap (because the character is 2 tiles high)?
- Is the onboarding (2 micro levels with a restricted deck) ok (without tutorial) or is it the tutorial still needed to learn how to play?
- What do you think of the rewinds mechanics?
- How difficult/frustrating is the game?
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Comments
It was really good, well polished and and with nice graphics.
The only thing I hade problems is scale, like I couldn't tell will my character fit or no. it was mostly about jumping, like will he manage to jump, will he fit or he'll hit his head, some times couldn't tell until it was to late.
Thank you.
Do you mean that because you have a high resolution, the world looked small and so it was hard to see? The game is optimised for 1920x1080 and we have found that smaller resolutions cause the UI to be crowded and bigger ones cause the world to be small. However, we've added a zoom tool to the world so if it's the world it should be addressed in our next upload this coming week.
Thanks
No I mean I couldn't tell how far and how high he can jump, may be it was written in tutorial but I didn't looked tutorial. So I didn't knew how tall/far I can structure to be. I mean there is a ghost animation but I couldn't calculate it for a long run. Also the fact that character can not walk under purple blocks and need at least one block gape took me by surprise.
Hey! The game looks pretty good, core gameplay is enjoyable. I got idea of the game. I like how polished it is *clap*
Art style is good, lighting is working very well to make it more dynamic. Music is well match to theme.
UI is pretty great, responsive and didn't any problems to understand how it works. Tutorial as well is pretty good. I think problem could be that UI is pretty small, probably could be just bigger.
I got some problems with moving camera, I couldn't do anything. I have feeling camera was pretty far away, I got idea to display the whole level but someone with eye problems could not see anything, probably zoom in/out feature would solve it (maybe there is but it's not working for me)
I am not sure but I ruined my run by placing flag on wrong place so I couldn't place any other block there. I just thought that reverse move or just overwriting could just solve it.
Congratulations on your submission! For sure there is good potential! Keep working!
Thank you for your feedback. What is the resolution of your screen? Are you playing full screen?
The problem with the camera is probably related to the mouse being over the cards. We have fixed that meanwhile. You can also use the middle button of the mouse to drag the camera.
Yes, I played in full screen but somehow WSAD and middle mouse is not working for me (chrome) :/