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Parity Break's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Enjoyment | #3 | 3.700 | 3.700 |
| Gameplay | #3 | 3.700 | 3.700 |
| Visuals | #5 | 3.800 | 3.800 |
| Creativity | #5 | 3.800 | 3.800 |
| Audio | #5 | 3.400 | 3.400 |
| Overall | #5 | 3.617 | 3.617 |
| Use of Theme | #7 | 3.300 | 3.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Loved the tutorialization, this was really awesome for a 12 hour dev cycle. I do think Dylan_Bee makes a good point about the enemies and the clone mechanic though.
Cool idea for a game! Having a clone "mirror" your movements is a clever way to reflect the theme. I also liked the detailed pixel art.
I would suggest making the pressure plates more noticeable. I think the mirrors help but I didn't realize that mirrors show where the pressure plates are at first. Some background elements, like the light blue ball things, I thought looked like elements I could interact with but couldn't.
I do feel like the clone mirroring your inputs doesn't seem to actually benefit the player. It seems like I always just used them like this: Oh, a pressure plate? I'm gonna spawn the clone in my position and then pause him in place so I can get through the door. The clone could have easily been a statue that you summoned and the game would have been pretty much the same. I think the mechanic would be more interesting if you reworked or limited the pause mechanic. That could add a timing layer to the puzzle solving.
Parrying enemy attacks was cool at first, but felt repetitive after a while. I think it would be cool if the clone helped you deal with enemies, tying the two mechanics together. There was a section where you dropped down to a pressure plate and there were two enemies on both sides facing you. My first thought was, cool, I need to take out both enemies by having both the player and the clone parry the arrows at the same time. The clone mechanic gave me the impression that could be a possibility. I thought that was a neat puzzle concept until I realized that wasn't actually a solution. The clone doesn't actually interact with enemies or their attacks. In the end, the solution was the same as the other scenarios, summon the clone and pause them.
Overall, I enjoyed the game and think the mechanics have potential if you decide to expand on this idea. Nice job!
I'm so impressed by your work! The game feels amazing for such a short development time. The level design and graphics are wonderful!
I agree with the others that having a dedicated key to activate the shield would be a great QoL improvement :)
This is really polished! I like how natural the gameplay felt with a very minimalist tutorial.
I had a great time playing this game ! You did this in 12 hours ?
The idea of a character that mirrors all your actions with a delay and helps you solve puzzles is a lot of fun. The levels increase in difficulty nicely, and when it ended I thought "oh already ?". Also the pixel art is nice.
The only thing "negative" I have to say is that using the mouse and the arrows was a bit tricky (on an azerty laptop and being right handed) and I wish there was a key to use the shield instead of right clicking. But like, really good job !
This is really good for 12 hours of work! You managed to get a lot done in a short time!
Apart from a few bug fixes, I think it would be really cool to add a dash mechanic! Or at least increase the walking speed.
Good job :D