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Octo-Wreck's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #4056 | 3.188 | 3.188 |
| Enjoyment | #4555 | 2.938 | 2.938 |
| Audio | #6401 | 2.375 | 2.375 |
| Narrative | #7051 | 2.000 | 2.000 |
| Creativity | #8877 | 2.250 | 2.250 |
Ranked from 16 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 have a certain amount of time to beat the level if you dont you have to try again
(Optional) Please credit all assets you've used
I have one from a gamemaker platformer tutorial but it is only used as a parent object and not actually present in the game
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Comments
Pretty sick game! I love the aesthetic and the gameplay is quite fun! Though the collisions were unclear on which was dangerous and which was not and I would say some parts of it is quite unforgiving (could be a skill issue on my part). There is a bit of implicit narrative, but I would have loved to see a more explicit integration of it! The audio is also well implemented but I would have liked it better if the music doesn't restart every time I die. Overall, the game needs a bit more polish, but this was a fun one! Great work!
Great job on your submission! I really liked the game overall, the idea is very interesting and the execution was very well done. Congratulations on your work!
The movement feel super smooth, but its kinda hard to recognize the obstacle on the first few run.
Difficulty is maddd tho :P but i enjoy it
Good job on the entry tho ^-^
I had fun octoing around and mostly dying. I did have to mute the sound because the death noise was going to kill me irl though.
The movement was very responsive which helped deal with the high level of difficulty, and I liked that there were multiple routes through a lot of levels (even if some were TRAPS). Definitely has some speed running potential.
Good job on the entry!
platformers are really hard to make feel good, I think it's not too bad, but it really took me a while to understand the hitboxes and the distance travelled relative to the button presses, my initial thought was: I wish it didn't go full speed as soon as I press a direction, and instead took a few frames to accelerate, so that you can more reliably do small taps and move by a pixel (especially in this game where so many jumps require line ups of some kind)
I think overall you do get used to it and it does get fun trying to beat the levels but as a game jam submission it is mega risky, and that's always something I like to value to compensate for the ratings
but despite my nitpicks I gotta say, it's 100% fair, it's very technical but once you get it you can speedrun through the whole game and that's a nice plus
evil game. good job.
The game has good art and a decent music (death sound is very annoying though which kills audio a bit). The game is a bit annoying (an understatement actually) so I'll go with the assumption that you tried making a stupidly hard ragebait platformer. However there are some design decisions that could have been made to make the game feel better and the losses actually deserved.
First off there's the movement. You chose a snappy character controller but light taps on the arrow key sometimes translate to way too sudden and big movements, which makes the game feel unresponsive and is especially bad when the octopus is between 2 obstacles (and that happens a lot in the game)
Jump height isn't affected by how long you hold the up key, which is fine, but you can spam jumps by holding the up key, which would have been fine in other platformers, but not here because there's too many spikes everywhere across levels (look at the platform I circled in the image. Sometimes I'd jump off it to reach the next platform to the right, forgetting that I held the jump key so I'd then touch the spikes at the ceiling and start over. Not cool. Instead of that try an immediate key press approach with an input buffer).
Algae blend too much with the environment to be obstacles. Sometimes the player just forgets they're there. The shell things have a pointy end, and the pink purplish spiky things look very much like spikes. The algae don't look like danger at all so I died to them many times for no good reason.
And my complaints end here. I only completed 2 of those 5 levels and I don't think I'll be completing this today. Ragebait platformer did its job. At least it's a very nice looking game.

yeah I realized I needed to change the start of the second level when I played it a bit more, the hitboxes are definitely annoying sometimes. also the algae is supposed to be monster tentacles.
real cool game, but my unc reaction time is not cut out for it
(also no wasd me sad)
this is a good try!!! etter than last time, i thing the octopus controler could have been better, but level design was fine,, also it could be more unique!!