This was a really really fun game! I liked how much exploration was encouraged, although I felt like there was never any need to go to rooms in the middle because They were too far from new bodies and didn't have anything special in them. I was a little confused my first time playing, but after reading some of the tips I understood an dwon! Great work with this game, it was great!
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Wundon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #645 | 4.188 | 4.188 |
| Audio | #911 | 3.604 | 3.604 |
| Enjoyment | #1580 | 3.604 | 3.604 |
| Creativity | #2508 | 3.688 | 3.688 |
| Narrative | #3384 | 2.688 | 2.688 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You are in a constant tug of war with your lifespan counting down by finding new bodies, whose lifespans increase the more rooms you visit in the life prior! The count of rooms you are allowed in also decrease after each body found!
(Optional) Please credit all assets you've used
See the credits on the game page.
Comments
While I am thinking of ways to encourage going towards the middle a little bit more, I do not entirely hate how the game is now, as everyone I show the game to route completely differently. I might try a few things to encourage it a lot more which may just be as simple as putting bodies in a 2x2 grid in the very middle, but I would have to test that out to see if it works
Thank you for playing!
Cool little platformer. I like the art style and the way you have to charge up your jumps.
Cool platformer! The music is very cool, the overall vibe and the art are great! I think it's a bit odd to have the time you get in a new body depend on the number of rooms you've explored, since I'm assuming the placement of the bodies are random. Other than that, everything else feels very fleshed out, it's very fun !!! Great job :D
Super fun theme! The gameplay remainds me Jumping King, and the charged jumps paired with the countdown timer ramp up that edge-of-your-seat tension perfectly—every leap feels way more urgent. And I like your art style, but sometimes too many items in a scene can make it feel complicated :3
I know some rooms are more dense with mechanics and conversely more difficult than the others and that was intentional! However I am thinking about revisiting all the rooms to make the overall difficulty differences a bit smoother (maybe add a hard more along the way with harder rooms?)
Thank you for playing!
Wow, such a cool, well-polished game! Well done on the artwork as well, I used the same tileset in my game but the modifications and additions you made are magnificent, I'm jealous! Great work.
Really neat game, the web build was quite a bit laggy for me, but I still enjoyed the game, the art and the style nonetheless, great job!!!
Yeah the web build is extremely laggy due all objects being loaded at once, I am planning on only making rooms loaded once you can actually see them, it should help the games performance a lot. It used to be worse with the sound effects which lead me to sadly remove them on the web build. The executable performs perfectly though if you want the more polished experience
Thank you for playing!
Really cool retro style and sound! The wall-bouncing jump mechanic felt fresh and fun, though some rooms were pretty punishing. I also expected finding a new body to give a bit more time.
As if jump king wasn't hard enough, now you added a timer?
Great job with the game. I had tons of fun playing it.
Super nice retro vibe with the beautiful two colors pixel art and the sound design ! I found the jump mechanic particularily novel and also a bit too hard in some rooms but at the same time i really enjoyed the way you have to bounce off walls and so on. Great experience and great game !
The idea is fun and the artstyle is perfect! The game is also very punishing and hard to play, which leads to a lot of frustration. Also when I find the new body it sims like I got only 10 new seconds to live (I was hoping for a new minute)
Great job, it looks like a full indie game release in some way
Bravo! The idea of interconnected stages with a gridmap in the middle is super cool to me. I love the gold and brown theme :D
The mechanical gear-like movement for the character is pretty nice. And the art is magnificent! This game is definitely getting top 100!
Great job making this in only 4 days! Well done
P.S Im in this jam too with "snake countdown". Would love to hear your though
I loved the overall challenge and how simple the controls are. The platforming feels solid. Also the minimap in the center is pretty clever, and the colour scheme looks nice. I really like the overall art style and animations, and enjoyed much of the puzzles/platforming the game has to offer. Nice job!
SFX is crunchy and lovely, the spritework is beautiful, and the robots are scrunkly and I love them. I think my only real complaint is that it feels far easier to make progress when you start on the top, as descending feels way faster than ascending so it feels like you get rewarded for a lucky spawnpoint. I found it very fun to get through as many rooms as I could, though, and getting a hang of the jump controls felt really good.
I am thinking about adressing the down entrances of rooms in particular as it is really easy to rush down compared to going in any other direction, they also mostly lack gimmicks the left and up entrances usually have. I would not want to mess too much with the routing people do as everyone I see play this game go through rooms in a completely different order but it is something I definitely want to change. Thank you for playing!
This may be my favourite game of the jam so far. Amazing art, great use of the theme, good level design, and a really nice character controller. The SFX also on point.
While the character controller can be a bit frustrating at times, it actually added a lot to the platforming challenges. I was annoyed with it at first, but it kind of grew on me. That said, the bouncing off the walls part of it seemed a bit too punishing. E.g. it makes it really hard just to get up simple little ledges, which is very frustrating.
It took me a while to understand that the orange rooms noted in the "how to play" meant the rooms on the edges, which made me think I was going crazy, being unable to find any other bodies (because I was just carving into the centre, ha). Once I figured that out, it became more viable.
Also, I really liked the minimap being in the middle of the rooms in a sort of diegetic fashion; very cool!
I love reviews like this, thank you for the throughout review!
The wall bouncing was something I thought about decreasing while making it but thought that I would keep it to see how people would react to it as I think its something people grow on like the player controller. However it will definitely be decreased in the post jam update
There was supposed to be a better tutorial that I sadly did not have any time for. The how to play section was thrown together last second as I felt the players did not know where they were supposed to go. I am not a huge fan of text based tutorials so I tried keeping it very loose, I think it is more fun to discover mechanics than being told what everything does. I will incorporate this prior better tutorial idea after the jam ends though!
The minimap was actually an evolution of a prior game of mine. Whenever I play that game I find myself looking at the top right of the corner all the time - which is where the map is - and not the game itself. I thought since this is a somewhat similar map I could put it in the dead center of the game for a change and it worked even better than I imagined it would, it was really fun incorporating it into levels
I am glad you enjoyed it as much as I have enjoyed developing it!




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