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To The Top's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artistic Style | #2 | 4.588 | 4.588 |
| Overall | #3 | 4.082 | 4.082 |
| Playability | #4 | 4.412 | 4.412 |
| Theme Implementation | #9 | 3.882 | 3.882 |
| Community Choice | #9 | 3.353 | 3.353 |
| Game Design Document | #10 | 4.176 | 4.176 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1tXn4ETLA-b7H4_JbBbfUNtNA6wONMEvkhb-xslHndYM/edit?tab=t.0
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
Climbing/jumping up a mountain with different challenges. Items can help against the challenges, but have side effects that make other aspects of the game harder. Items may help unlock shortcuts at the cost of weighing you down and hindering your movement.
Please explain how your game fits the theme.
The player can choose to sacrifice their Items at any point to get rid of their potential negative effects, in turn help them progress further up the mountain, their ultimate goal. Otherwise they can choose to hold on to their Items and use their positive effects but at the same time paying the price of carrying them up the mountain.
Progressing up the mountain in this game may also cost you your space bar..
And bears potential for tendonitis in your thumb ;)
Did you use Generative AI to make any assets in your game?
No
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Comments
I enjoyed the game but I feel the theme fit was quite as obvious for me. I assumed any item picked up was bad, so i left all of them there. Yes there were obvious routes that I wasn't able to do, but that didn't really change my play. The only time I had to really think about my route was when it was dark. So while I had fun playing, I don't there was any real weight if you choose to not make any decision.
Glad to hear you enjoyed it :)
Thanks for the feedback. Items and usage is definitely something we'd look more into, if we work more on the game. I personally think it would feel a bit better if we had time to add more levels that use the different items. But for a game jam, I'm very happy with what we made in the limited time we had.
I absolutely love this game! it was so much fun playing this. The game is enjoyable, has challenging sections and yet also some easy sections. It gives you pointers about how to progress further. It's simple-looking but has so much to offer. It gave me the feeling of old-time Flash platformer games. Nostalgia and all. I would love to play a To The Top 2 or an extended version of this one.
There's a lot I like about this game, the platforming is solid, and although some of the slippery sections were a bit frustrating at first it was clear how to complete the level successfully.
The theme implementation was clear and obvious throughout - The more items you have the smaller your jump, but throw an item away too early and you may need to find an alternative way to the finish.
The music and art were fantastic, I especially liked the final sequence of the sunrise over the mountain while turning everything from black and white to colour.
I found the transitions between levels was a bit odd, there were a few levels where the player started off the screen, and the player is fully controllable while the old stage fades out and the new one fades in. I would recommend adding to the code where the animations are played to await the animation finished signals which should prevent any player input until the animation completes.
Hope the feedback is useful :)
Thanks for the kind works and glad you liked it =)
Also thanks for the feedback! I think the transitions are something we'll work more on if we continue working on the game. Really appreciate it!
I beat it!
The music and sound effects were great and I liked the style of the graphics, but the transitions looked a little jank as the platforms sort of persisted into the next level while blending out.
Gameplay concept is interesting, I like the idea of having to weigh the costs and benefits of taking a potentially useful looking item, but the way it was implemented made it feel on rails. Like my decisions didn’t really matter that much, they just slightly affected the platforming physics.
I think this could be cool if you pushed that core mechanic further. Reward the player somehow for using less items to force them to come up with creative platforming solitutions by taking advanatge of the lighter physics.
I did find some of the levels to be super frustrating, particularly the one thats completely in the dark, and the very last platform in the final room. Was there a way to rotate the flashlight? It was pointing down at an awkward angle that made it feel almost useless.
Thank you for playing and for your extensive feedback especially!
Level Design was my biggest struggle in this project for sure and I think this is what you are pointing at. Given more time I think more levels would have definitely helped this feeling. I was mainly focused on making sure all levels are possible while varying in difficulty with most combinations of items a player might hold at any given time, maybe to a fault, as you pointed out.
This and also your feedback on the level difficulty are nice pointers for me to learn from. Thanks for that and for sticking it out through the run anyways! :)
--------- Spoiler for the ending --------
Also well done for carrying the Duck all the way up the mountain! :)