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Lifeline's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #735 | 3.667 | 3.667 |
| Artwork | #753 | 4.143 | 4.143 |
| Enjoyment | #1678 | 3.571 | 3.571 |
| Narrative | #5358 | 2.286 | 2.286 |
| Creativity | #5748 | 3.000 | 3.000 |
Ranked from 21 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?
Your health is constantly decreasing, and progressing the stage is key to prevent it from decreasing. Also, there are time trials.
(Optional) Please credit all assets you've used
Tiny Prompt GUI - VEXED GameDevMarket
Retro Pack Vol. 1 SFX - splitpoint-studio GameDevMarket
30 Free Game Sound FX Pack - GameBurp GameDevMarket
Retro Music - Action Pack Volume 1 - IEMusic GameDevMarket
Pixel Art Industrial Platformer - Acasas GameDevMarket
Warped Chibi Robot - Ansimuz GameDevMarket
(Optional) What would you like to be called if GMTK features your game?
BRZed
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Comments
Love the art and the feeling of the game, but the last part was more frustrating than fun since I needed to memorize what’s gonna happen
Thanks for the feedback! I'll work on seeing what I can do for the last part.
Art looks great! Game feels pretty good for the most part. The tutorial section helped a lot, but I did have trouble getting used to the three actions. Good job with the balance. I think the spacing of checkpoints was just about perfect for something like this. After the tutorial, each felt like a stretch to get too. But not so long that I'd get demoralized after dying. And the checkpoints seemed placed so that goofing up the beginning meant you could easily reset the timer while preparing for the next attempt.
Only real complaint would be about wall jumping and the size of openings. I'd often find myself trying to jump into the opening from a wall jump but jumping too high and hitting the ceiling and then not having enough horizontal velocity to make it into the opening, so I'd have to try again and wind up burning a bunch of time.
(And I did notice that if you walked off a platform and jumped you would do the normal jump rather than hover. It didn't really cause a problem, but was definitely not what I was expecting)
Thank you very much for playing and thank you very much for the feedback! I do agree, I kinda had the same thought on Stage 2's timer box wall jump puzzle. I wish I had more time to do some more testing and figuring out what would work without accidentally clipping the player into the wall haha. As for the hover thing, that's a good catch! I agree 100%, it should hover...I'll have to see what's up in the code with that one. I'm debating whether or not to continue fleshing out this game idea after the jam, so I'm super thankful for this!
Oh man, this rocks! As a Mega Man fan, the movement felt right at home - I think you nailed it! I would have liked to be able to move the controls around a bit, or just to have some different default ones; handling everything with the same hand I'm using for movement got a little difficult.
Thank you so much for playing! I made it so you can use keyboard arrow keys. I think long term, I definitely need to make the keybinds editable!
really cool character and pixel art! i am REALLY bad at platformers so i couldnt make it to the end. i wish my character got a charge penalty or something instead of instantly dying, but i think this game is really well done!
Hmmm, noted on a charge penalty. Maybe, I could reduce movement speed, or make it so that the gun doesn't work? Will need to see what feels right!
I like the style and the movement mechanics feel very polished (though the levels could use a bit more polish).
Thank you for playing! And agreed, I definitely could have spent a bit more time on the levels for sure.
OMG the ending got me soooo frustrated! (but in a good way, I like tough games)
Loved the mechanic, reminded me a lot of what we did (the health bar acts as a timer) so that was cool to see a different take on a similar core idea!
Loved everything about the game, only a single feedback, the jetpack sound was a bit annoying, other than that, amazing game!
Noted, and yeah, I kinda had the same thought during development. I'll have to play around with some SFX and volume of a lot of stuff.
Wow this improved so much from when I first saw it! Great job! It was the right amount of challenge, and the movement felt good.
Really loved this! Very fun take on the theme, and loved the music and art direction! I had some trouble with the controls with most of the buttons being left handed, so it would have been nice to have some right hand buttons, or rebinds.
Thank you so much for playing! I think the game could definitely benefit from a setting to rebind controls for sure, a friend of mine said they preferred q,e,f, as opposed to z, x, c. Will keep this in mind.
I think q,e,f would've felt more natural to me too!
This is a neat little platformer, it's cool having to optimize sections to carry as much battery power as possible through!
I will say the switch that spawns an enemy is a little unfair though, that guy's ready to fight the frame he spawns and basically gets a free chance to kill you
Thank you for playing! Yeaaaah, I agree, I think that the last section could be improved a ton. I was rushing to try and realize the idea, without realizing I needed to provide much more space to actually fight him in.
Cool game! Looks like its probably still a work in progress, with the end of the levels right now being a giant unclimbable cliff, but what was there was fun! I love the look and feel of it, and I think if you added a timer somewhere for each of the levels/checkpoints, it could be a cool little challenge to se how fast you could complete it! Good job!
Thank you very much! I'm still working on it, but I wanted to at least submit what I've done so far! I've got more changes on the way, as well as some bug fixes! Noted on the timer for checkpoints!