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Tietê - Sprint 2's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #1 | 5.000 | 5.000 |
| Concept | #3 | 4.750 | 4.750 |
| Production Plan | #7 | 4.250 | 4.250 |
| Gameplay | #7 | 4.000 | 4.000 |
| Impact | #8 | 4.000 | 4.000 |
| Synergy | #9 | 4.000 | 4.000 |
| Overall | #10 | 4.083 | 4.083 |
| Scope | #11 | 4.000 | 4.000 |
| Aesthetic | #17 | 3.750 | 3.750 |
| Audience | #28 | 3.000 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Name
Pacolino
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Comments
Yes!! This is great! The platforming is fun by itself, and the gameplay loop is easy to understand. Adding a few enemies, specially to the daylight section will improve the experience for sure. You can just wait out the daylight part if you find the seed fast so there isn't much challenge. However, it's really great that you have the main gameplay loop sorted out.
Right now, you can get lucky and get an Araçá seed without much effort from your side. Even planting one Juçara might do the trick.I suppose you can either make fixed spawn points or have the random spawn points be higher. I would make the daylight part be "taller" and the night part be really submerged. This way the location of Araçá seeds will make the player explore and use two or more of the Juçara seeds. What you want is that the player not being able to locate the Araçá easily without using the Juçara platforms. A bigger and more submerged night place might requiere for you to increase the timer, but I think a lot of this comes back to playtesting and iteration.
Valeu e abraços from Argentina! I'm looking forward your next releases.
Thank you very much for your feedback !
Yes, the plan is to, at least, double vertically each level so the player feel more the verticality. The current level design was designed small on purpose to ease a bit the tests :D
I hopped straight into playing the demo, and figuring out how the game worked without any instruction was actually very fun! I had to aimlessly lose a couple times in order to figure out how the day/night cycle worked and what exactly the objective of the game was, but because the systems and design are consistent and telegraphed, and the platforming makes things fun to explore, I was able to learn quickly with trial and error. I also really respect that the game has a clear vision and ties it very well and directly into the gameplay for its impact.
For the game mechanics, I personally thought there should be some sort of risk to letting the day pass without doing anything; having to escape in time in the night areas was a fun mechanic, but you don’t really have to plan anything you do during the day if you can just wait it out right next to one of the entrances, and you’re free to just play it safe and wait a whole cycle since nothing happens during the day when you’ve run out of seeds. As a side note, I think it could be cool if the different entrances/exits to the night areas are connected somehow to lead to some puzzles traversing them, rather than always coming out the same way you came in regardless of the exit you find.
A few little things:
Hey, tyvm for your feedback !
The day definitely feels "easy" if you already know your path. I hope that by doing a bigger level with different available branches before getting stuck would force the player to explore more during the day.
I was also considering hiding the araçá tree unless you are in range so that you really need to explore more, I might test that ;)
Yeah, for the screen, since Im working on an AZERTY keyboard, I might have forgotten to update some texts :D
I'll check the lag issue and I'll try to ease the jump mechanic with coyote time and jump buffering on the last sprint since I was worried I would lose a lot of time figuring how it would work
This was a fun demo to play! I really enjoyed bouncing around the different platforms with the character, even if I was a bit lost at the start. For the most part, the game makes sense, but I was a lost as to what the true goal was we were searching for, only to understand via the video. I'm sure that'll be fixed with the inclusion of art assets and a more fleshed out game, though. Good luck with the next phase, and I look forward to playing it in full!
Thank you very much for your feedback ! I was hoping to make an in-game tutorial for this sprint, but I figured the video would be easier for now because we're planning to add more features :D
Very interesting game concept. I'm not sure I would have figured out how to play the game if I didn't watch the gameplay video. Hopefully, it will make more sense in the next iteration. Also, I hope the connection to the theme will be a bit more obvious. I'm fascinated by the underground rivers in São Paulo.
Looking forward to the next iteration!
We appreciate your feedback ! An in-game tutorial will be available for the next iteration ;)
Hopefully, the visuals will add a lot to the game feel !