I really like games like these, little adventure puzzle games. I was stuck on the boulder part for a bit because it just kept killing me even though I was running but eventually I just got through so whatever. Also I have no idea what you were supposed to do in that final room. I mean I guess I did it and won but I have no idea why what I did worked, I was just running back and forth. I really liked the beginning of this game though, with how you have to pay attention to the surroundings to avoid the spikes, very cool. Good job guys!
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Not A Pyramid Scheme's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #1492 | 3.127 | 3.700 |
| Audio | #1671 | 2.704 | 3.200 |
| Seriousness | #1922 | 2.958 | 3.500 |
| Overall | #2082 | 2.671 | 3.160 |
| Creativity & Theme | #2367 | 2.620 | 3.100 |
| Enjoyment | #2883 | 1.944 | 2.300 |
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
Thanks for playing our game! I'm really glad you enjoyed it!
For the final boss room, you're absolutely right, you just need to run around the boss until it gets dizzy from spinning, and that's how you defeat it! Even though the objective was a bit confusing, you still managed to beat the game. Congratulations! And thank you for mentioning the spike section, I’m glad you enjoyed it :D
I played it a few times. I'll be honest I didn't spot the hints until I read the comments. Super creative game, wacky menus which made me giggle. Great job!
Thank you so much for playing our game! As the person who created the menus, I'm so glad to hear they made you giggle. That really means a lot to me :D
And yes, I agree that the hints aren't very clear. Unfortunately, I can't improve them anymore since this was made for a game jam, but I'll definitely keep that feedback in mind for future projects. Thanks again for playing it multiple times and for taking the time to leave your feedback :D
I love the art and the music; they are awesome. It feels like the old movies that go to tombs and try to steal them. The only thing that was a bit frustrating is that I wasn't able to figure out what I was meant to do in the room with the eye / thing that follows you. But it was a very cool experience.
I don't know what to do in the chandelier room, when I press g nothing happens and it keeps flinging me off. Also I don't know how ur meant to know where the traps are, it feels kinda like I'm playing a rage game from the 2000s where I just need to keep dying over and over until I learn the safe path.
It's a fun concept, I love the visuals a lot! (Reminds me of mario 64 shifting sand land!) and the music is fun!
The visuals and audio are really solid here. I love the design of the menus, they're so strange and cool (if not quite as user-friendly as a typical design). I found the opening level to be a little inconsistent, the door would open a different amount each time I spun the valve. I'm also unsure how the player is supposed to know where some of the traps are, it felt a little unfair as I was dying to the spikes quite quickly. I reckon this would be super cool if a couple of those gameplay flows were tightened up a little bit! I can tell a lot of work went into this, good stuff!
Thanks so much for the feedback! I'm really glad you enjoyed the menu design! About the door, the amount you spin the wheel actually determines how high the door opens, so the different opening heights are intentional. There are also subtle hints on the ceiling throughout the level. Sometimes they indicate where a trap is, and other times they show the safe path, so players are encouraged to pay attention to their surroundings. That said, if those hints weren't obvious enough, I'll keep that in mind for future improvements.
Thanks again for playing and for the thoughtful feedback :D






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