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A jam submission

The RecededView game page

The power is in the hair
Submitted by furapoggers, khakis64325, cheyenneosis — 5 minutes, 23 seconds before the deadline
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The Receded's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#14.9204.920
Audio#14.6404.640
Theme Use#34.6804.680
Skeleton#44.4004.400
Creativity#54.6404.640
Entertainment#74.3604.360

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Hello and welcome back to the jam! It's good to see you three back. You know you put out a fantastic game, so I'll start with my negatives. Some of the hitboxes can be way too precise and confusing. Sometimes I'm able to jump off of an enemy but other times my wig flies off and I'm not sure why. And while it's an interesting mechanic, it can be rather punishing and near impossible to recover my wig sometimes. Lastly, the music track in levels 3 and 4 was such a short loop it was driving me insane. That being said, the music was fantastic, as was the art, gameplay, writing, and just overall premise! This was a fantastic game and another treat to play. I look forward to see what you produce in the future. Thanks for joining FrenJam 2!
  • Wow that's one slick game! Movement was perfect, story was great, art amazing. Well done!

Who worked on your submission?
furapoogers
cheyenneosis
khakis64325

How does your submission fit the theme?
you bald lol and baldness bad

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Comments

Submitted

Once again a very poggers game :0 

Submitted(+1)

Very strong visuals, music, and SFX. The pixel art in particular is fantastic and fluid. The whole game has an incredible style. I'll echo what others have said that this looks like a finished product that took months rather than weeks. The game feels pretty good to play, no issues with the controls, but I think it's simultaneously very easy and very punishing. I don't consider the game being easy a bad thing, I prefer it as someone who played all of the other hard IWBTG-style games in the jam, but the game has a few aspects that can cause things to snowball into being pretty frustrating.

As is, the fatal flaw of this game is the Yoshi's Island wig recovery mechanic. It's a cool idea, and most of my problems with it come from the spotlight effect that significantly reduces the player's vision, but I think some design quirks get turned into real problems because of how the wig recovery works.

I'll start with the spotlight effect. When you take damage and lose your wig, you're probably in a situation where you're likely to take damage again, so reducing what the player can see while they're in a dangerous situation obviously makes it more likely that they'll be hit again. It's especially frustrating when this happens from something you can't see, and it kinda feels like the game kicking you while you're down. On one hand, that can be a skill issue, because you could argue that players should be able to remember their immediate surroundings when they get hit. However, in the final boss fight, if the player loses their wig and the screen goes dark, they can't always see things like random enemy spawns or the final boss's visual cues. The wig has a tendency to fly to either edge of the arena, so if you're following it you can't see the center where the boss is, or you may need to move from one side to the other where an enemy you didn't know spawned is waiting for you. This leads to cheap deaths, and since dying in this game means being sent back a level, it often feels like you lose progress from things that feel like they aren't your fault, because you can't react to things if you don't know they're happening.

Enemy health scaling is largely pointless in this game, with two exceptions. The first one is the egg enemy, which actually has a sense of self-preservation and will try to run, which I actually like, because it makes sense conceptually and makes the enemy unique. The second one is when you've lost your wig, and this is when the scaling can become a problem. In later levels, it can take 10 seconds, maybe longer, to fully defeat an enemy with how high their health is. So when you lose your wig, it typically isn't worth it to try and defeat whatever dealt the initial damage, because it will run out your wig recovery timer, you'll waste your damage i-frames, and the longer you wait the further away the wig can travel. So usually the initial threat is still there and can finish the job while you scramble for the wig. And, of course, the spotlight visibility issues are still present, so if this happens in a room with 3-4 enemy spawns, or if you need to follow the wig into uncharted territory, taking damage can quickly snowball into a death.

Despite those gamer rage paragraphs, I do think the game is easy. Outside of the egg, every normal enemy gets stunned on hit or is immobile, so once you get an initial bounce on them you can just keep bouncing on it crazy style until it dies. As health scales, the only thing that changes is how long I have to wait in one spot before moving on. I didn't use the punch much. Generally, enemies are pretty easy to draw aggro and pick off one by one as well, although this slows things down even more. That said, this is only really a problem when replaying levels or in the final floors.

It took me about 6 tries to beat the final boss, and I only died 3-4 times in normal levels, and some of those were because I was tilted from dying on the boss. I do think I got lucky on the winning final boss attempt. I didn't do it hitless, the wig just cooperated when I lost it. About half of the boss attempts died to the visibility problems I've yapped on about, but I wouldn't say any of the boss's attacks feel too unfair when you can see them coming (at least, with the double jump wig). The sound cues and boss dialogue were pretty funny, by the way, and it has some of the best pixel art in game, and probably the jam.

There's some other problems with the wig recovery. I only had it happen once, but I lost the wig on the stairs leading down in the room with the Mario pixel art head, and the wig moved right while keeping the same altitude, so it was impossible to get it again because it wouldn't come back down within the time limit. I'm unsure if that can happen in other rooms with lots of vertical space, but I'm assuming it can. I also had 2-3 instances where I lost the wig, then got the wig back while I'm guessing I was overlapping an enemy or fire with my no wig i-frames, got the wig back, then immediately lost it again instead of getting the i-frames upon wig pickup. That I could see being intentional, but it doesn't feel good.

A lot of this could be fixed if you just add transparency to the spotlight effect, so you can keep the effect but still see things underneath the black space. Maybe add a way to enforce separate maximum vertical and horizontal distances the wig can be from the player, where if the wig goes past one it starts moving back towards the player until it's in range. I'd add separate ones because generally it seems the game is more horizontal than it is vertical, and if you used one value for max distance it'd be easy to run into problems like the Mario room if it's too big for one axis.

With all that said, this is still undoubtedly one of my favorites from the jam. I saved this one for the end because I figured it'd be quality. I'm glad to see another FCK game after last year's, and this one was definitely better. Great work!

Developer(+1)

thanks for a such detailed review, i am glad you liked the game and i do agree with everything you said

for some mechanics there just wasn't enough time to test and feel everything out to adjust to the gameplay, like one of the enemies was hastily made hours before the deadline lol

there was way much more planned, like the enemy health scaling was supposed to be fought with stronger wigs but the issue is that again,
deadline came up too quickly to implement most of that stuff

if we ever plan to update this game then for sure all of this should be fixed lol
again, thanks for the review!

Submitted(+1)

Quality level so high it made me feel indecent. Although I keep getting my ass beat and can't get past level 2!

Submitted(+1)

this is really well done!! the whole thing felt very slick. the movement feels really satisfying due to both the animations and the code. sound design and art was really good, it really evoked GBA era wario land 4 vibes. it's exciting to get a new wig and really tense when you're bald (that mechanic reminded me of yoshi's island). i wished that i could kill enemies in one hit... i think it would make the combat feel like a natural extension of the platforming instead of an interruption. i just wanted to keep running around and jumping so found i naturally avoided most enemies. the granddad power was a fun choice. final boss was challenging, still working on actually beating it. great job!

Submitted(+1)

Amazing!!!

Submitted(+1)

Look at those game mechanics. The tasteful art style of it. My god, it even has a cutscene...

If someone told me this was a vertical slice for a full indie game they're working on, I'd believe them. This is insanely polished, everything clicks, it's all genuinely just really good. Amazing job!

Submitted(+1)

God fucking damn... No notes this feels extremely professional, the fact that the levels are also randomized and it works makes it so much crazier to me, please keep making games! I want to play whatever you make next!

(i lied there is one note, maybe there's a better way to make deeper floors harder without having to resort to just adding an extra hit to all enemies, but with the time constraint and with how polished the game is otherwise, it's super understandable that's what you went with)

Developer(+1)

Thanks! And yeah with the difficulty thing we had a bunch more level designs with harder platforming and more hazards that there was just no more time to implement

Submitted

Definitely the best game i've played in this game jam so far! Great work!

Submitted

Pretty cute platformer! Loving the pixel art, the music, and the general vibe of the game. Felt like a complete and polished experience, great work!

Only note is that I tried playing first with a switch pro controller and I would softlock at the shop and talk options, none of the buttons would highlight after the first menu. Didn’t happen at all on keyboard.

Developer(+1)

yeah sorry the gamepad support is really janky and untested, but i'm glad you liked the game!

Submitted(+1)

Might be one of my favorites! Love platformers! :)

Submitted(+2)

Just awesome all around, definitely the best game I've played so far in the jam. Fantastic music, gameplay, art, everything!

The only thing I would change is the ability to just restart the boss. It kinda sucked having to run through the last floor (or more if you die lol) just to get another stab at it when the later floors are so long.

Also from the image I really thought this would be a horror game but was pleasantly surprised when it turned out to be a cute platformer.

Submitted(+1)

The visuals are stunning! The audio work is impressive too! This game kinda gives me that GBA vibe and hits me just right! Really well done to your team!

Submitted(+1)

The pixel art is beautiful and the different wigs having different abilities is very creative. I loved it!

Submitted

this  game checks all the star boxes very nice :thumbs u:p

Submitted

this  game checks all the star boxes very nice :thumbs u:p