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Oriana: Delvehollow's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #11 | 4.273 | 4.273 |
| Presentation | #28 | 4.091 | 4.091 |
| Creativity | #39 | 3.818 | 3.818 |
| Adherence to Theme | #62 | 3.091 | 3.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
great celeste clone, made me mald 1000% less than actual celeste haha, even with keyboard! Biggest feedback is to show the controlls on the new skills,
Thank you! A tutorial is definitely something I'd want to add for a post jam update. Frankly I'll be redesigning pretty much every level since the progression is kind of meh imo
Loved everything about it. The art, the physics, the coyote time, the music!
The only thing I could truly complain about is how I wish it were longer </3
5/5 excellent game! I hope you continue to expand it.
Oriana: Delvehollow (Dev request: Don’t be gentle)
First Impressions:
Classic Platformer. Beautiful Pixel Art. Budding Narrative. Great Sountrack. Wonderful SFX. Buttery but Poorly Explained Controls. Moderate to High Skill Requirement (unmet by me)
Mini Essay:
The title screen is lovely but very small. Font readability is middling. The story starts extremely vague with a small hint of an introduction to the concept in the early levels that double as a tutorial. The pacing is fantastic for people who are good at platformers. Whereas I pretty much died at every possible pitfall due to my, frankly, hilariously bad skill at the genre. For what it’s worth, what I did manage to play was intriguing and built smoothly on the previous narrative bites after passing levels. No saves other than autosave on a new map might be a common part of platformers but it also sets a hard minimum for skill requirements that apparently I don’t meet TT.
The SE is terribly balanced and nearly blew out my eardrums pre mmanual volume adjustment to 20%.
Having the Menu key between the Jump and Dash controls was cruel. I can attribute at least 10 deaths to this kind of miss-click. The double jump might have been unlocked automatically but if not for my flawed grasp of essential platformer controls I would have been stuck much earlier in my attempted playthrough.
The dash function is not really explained and took some button mashing to understand how to vertically climb ( I became really good at that part at least TT).
Sadly after the Mom’s story from the library narrative blurb I was skill locked from progressing. After the first 10 or so deaths I set a 15 minute timer to try to beat that level before giving up and moving to the next game. I reached the second of the green orbs perhaps twice... the death count on that screen in the time I attempted to beat the level comes to a grand total of around 93 so you can’t say I didn’t try. And yes, Skill Issue. Sweaty palms and acheing fingers aside, this genre of game is one I am truly not built to play.
Great Game, reccomended for fans of platformers and people with healthy joints.
this was so great ! i can't believe this was made in rpg maker !
this feels like a short and cool homage to celeste, instead of ascending to the peak, you descent down 🙌
IT EVEN HAS COYOTE TIME!! I also really like the physics on the hair))
It being a platformer is really cool
Nice platformer game! It's impressive how far someone can get with the right scripting. Coyote time, wall jumps, dashes, everything works well.
I love the art and sprites too. Good job!