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Factorevo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2535 | 2.049 | 2.556 |
| Visuals | #2631 | 2.227 | 2.778 |
| Enjoyment | #3040 | 1.782 | 2.222 |
| Overall | #3041 | 1.978 | 2.467 |
| Creativity & Theme | #3094 | 1.960 | 2.444 |
| Seriousness | #3226 | 1.871 | 2.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
I like the movement! It's quite fun to platform with these mechanics, and the speeding up mechanic felt pretty good to use. I especially like the wall boost mechanic and I see lots of potential for using it in fun ways. In the future, it would be nice if the boost was like an actual jump and had some animation so that it doesn't look like the player is just teleporting up, but the mechanic itself is quite nice.
I also found it weird when I was trying to jump but was also near a wall. It would register me being on the wall first and would perform the wall run rather than a jump. I think in most scenarios, the player would intend to jump instead, so having the jump be performed as priority rather than the wall run would be a good change.
And slight nitpicks, I think the death SFX was a bit long, especially since you respawn so quickly. I like the fact that you respawn quickly though, so maybe if you could get a shorter death SFX that still fits, that would be good. I also found the timer to be a bit strange, mostly due to it not standing out in the UI. I had completely forgot there was a timer, so it surprised me when I lost because of it. Maybe if the UI for the timer was larger and in the top center, it would be more noticeable. Depending on your level design and your designs goals, I'd say the timer mechanic you could keep it or leave it.
Overall, pretty cool game! Graphics are really nice and the platforming itself was fun and never frustrating for me. Congrats!
Oh wow, thanks for the feedback! Will keep the SFX and the noticeability of the timer in mind for the future. Currently working on improving the controls to fix the issue you described with the jumping and the wall. Glad you liked the graphics and had fun with the game :)
This was such a cool game to play through, I can totally imagine how awesome it would be to see a full version of this with more polish and time! I thought the presentation was lovely - the sunset outside with the music was such a nice vibe, and it felt intense when the drums kicked in after triggering the meltdown!
Personally, I think that this game would benefit from doubling down on making the spinner feel a bit more "slippery", and design stages that allow players to exploit that. Right now, the player has a bit too much control over movement, which is uncommon in these kinda platformers - a great start would be to experiment with using accelerations and velocity, instead of input simply adding values to the player position (especially for air control, as right now it's easy to overshoot the platform you wanna land on)!
I also think that the wall slide/jump was a really fun mechanic, but it was a bit unpredictable and could break level design (which can be really fun, admittedly). I think that making so that it launches you upwards and away from the wall would be a bit easier to both design levels for, and to learn as a player!
Also I have no idea if that's the inspiration, but I remember really loving messing around with the spinner item in Zelda Twilight Princess, and this really reminded me of that [:
Wow, thank you so much for the kind words, glad you liked the presentation! We actually tried to have the player move with acceleration, but couldn't rally figure out how to make it feel right. Also yeah the level wasn't designed with wall jump and slide in mind, there was supposed to be another level for it, but we had to cut it for time. Also yes this game was inspired by the spinner item from twilight princess, really love that item :)
The player movement was a bit weird and the jumps are stupidly precise. I feel like you should have removed the timer. This got some reaallllly good graphics and it is really well optimized. Even my integrated graphics can run this at 60+ fps
Thanks for the input! Wish we had more time to polish the game, definitely would've helped with how the controls feel. The timer was added for a sense of urgency, but perhaps it was a bit much. Glad you like the graphics, nice to hear it runs well.
The player movement was a bit weird and the jumps are stupidly precise. I feel like you should have removed the timer. This got some reaallllly good graphics and it is really well optimized. Even my integrated graphics can run this at 60+ fps
Really neat idea. The controls felt a bit wonky and the metal pipe and revving sound effects very quickly got annoying, but other than that it's a really solid project. Also, I loved the music!
Thanks for the feed back, will keep in mind for future projects! Can you describe what felt wrong with the controls, please?
Hmm, I'd call them too abrupt. As in, there was a lot of force behind each input, making the character's movements very sudden and like they had no weight, making controlling them precisely difficult. The jump felt good, though.
Ok ok, thanks for the input!
It looks very stylish! Such a vibe. The concept is actually pretty good and I also liked the music. But for me personally, the main issue is the controls. I felt like I lacked a bit of control over the character's movement — and I think that's crucial for this type of game (though maybe it's just a skill issue on my end💀)
Thanks for the feedback! What specifically did you find difficult with the controls? Was it the speed, how the character moves, jumping, etc.?
I think the issue is with the character's movement. I reinstalled the game to check, and though it's hard to put into words, the controls don't feel responsive enough. The jump mechanics also don't feel right to me.
P.S. By the way, what is the soundtrack used in the game? I absolutely love the music!
Ok I'll see what I can do, thanks for the feedback! The soundtrack was composed by MjolnirXV, another one of the devs, and atm, I don't think there's a platform to listen to it, glad you liked it though!
This is a neat concept! I I like the idea of a skateboard-esque mechanic and wall grinding through a factory could be really cool -though I do wish there were a bit more assets in the world to move around and have fun with. I personally would have preferred additional obstacles or things to jump and skate around instead of just the few platforms before the first real platforming section. I also think adding a secondary jump out of a wall grind would be a good addition, especially if the character ends up attached to the wall a bit earlier than intended, it would be nice to make a second jump to get to the platform instead of just skating under it!
I think my biggest thing though is the visual contrast. It's really hard to see anything inside the factory level since everything is of a similar shade and value, and I had to crank my laptop brightness all the way up just to make heads or tails of where I was going. I think just shifting the lighting a tiny bit in value could be a really nice option to keep the atmosphere but make it a bit more accessible.
Thank you for the feedback! Everything you mentioned was going to be added, but we were running out of time. Thank you again for playing and for the feedback!!!