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Tiny & Mighty's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1 | 3.923 | 3.923 |
| Visuals | #1 | 4.769 | 4.769 |
| How do you rate the game overall (you can consider fun, dev time, etc.)? | #2 | 3.846 | 3.846 |
| Gameplay | #3 | 3.538 | 3.538 |
| How well does the game fit the themes? | #6 | 3.846 | 3.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
Team of 3, 3h each
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Comments
Overall solid concept, well made, and thematic. Other than maybe simplifying the controls with just the space, its good.
Thank you for submitting to the game jam!
Aloha!
Thanks a ton for trying our tiny game! ❤️
I decided to separate the Space bar and click actions to avoid accidental inputs, but I guess I had my head too deep in the code 😅
You're right, putting everything on Space would probably have been the better solution!
It really shows how important it is to have an outside perspective sometimes!
I would have let the player use the space key as well as click the button to attack. You made me press the space key to play so I assumed it would be the key to play the game. (Not a big issue just some feedback)
Art/sounds are really nice and fit really well together.
The pop the lock style mini game is one of my favorite arcade games to play so win win.
Overall I like the game and you all did a great job 💚
Aloha!
You're absolutely right about the Space key. I initially separated the Space bar and the button click to avoid accidental inputs, but I think I was probably too deep into development and missed the obvious solution 😅
Having an outside perspective really helps catching these little things!
Also, I'm really happy you enjoyed the art, sounds, and the mini-game! I actually come from the mobile game world, and the Pop the Lock style of mini-game is exactly the kind of thing we used to see everywhere back then!
It made me laugh to base this game around this idea!
Thanks again for playing and for the feedback! 💚
Very neat art!
Lya Mgtt and Garance are the best! ❤️
The game would probably have looked like this if I had to make all the art myself... and honestly, we would be in trouble. 😂
A really nice game, the graphics are beautiful ! I felt a bit of frustration when I reached the end and the final “stage”. Since there was a crown icon, I was expecting some kind of boss fight or a new mechanic to end the experience. That said, it’s hard add a lot of different mechanics in just three hours, so it’s completely understandable! Well done!
Trust me, we were expecting this too!
But the 3-hour limit caught us off guard, and we had to make some sacrifices!
Thanks a ton for taking the time to play our tiny game and for the kind feedback! ❤️
Funny game-play and great artwork, really well done!
Thanks a ton for the kind words and for taking the time to play our game!
Great artwork, and very satisfying gameplay!
Very beautiful artwork! Well polished for 3 people in 3 hours.
Yeah, Garance and Lya Mgtt are definitely from another planet, I was so amazed by their art during the jam, they're so talented!!
Thanks a lot!
The game is really polished for a 3 hour jam! With a victory screen could have been a perfect entry!
The basilisk also jumpscares me a lot during my playthrough.
Well done!
Aloha!
Thanks a ton for playing our tiny game and for the kind words! ❤️
Haha, I'm glad the Basilisk managed to surprise you! Its face on the game over screen is so goofy, I love it!
And yeah, a proper victory screen would have been a nice addition... but the 3-hour limit was brutal!
Thanks again for taking the time to play it! 😄
nice 1. recommendations for a smoother user experience:
- allow mouse click to start a new game, since that's the main gameplay button. why swap between mouse and space bar
- having to specifically click on the "pull" button doesn't enhance gameplay at all. i would let either mouse click anywhere work, as well as letting space-bar press work.
great look and feel for a 3hr jam though
Aloha!
Thanks a ton for playing our tiny game and for the feedback!
You're absolutely right about the controls. We probably got a bit too used to our own setup during development and didn't take enough distance from a player's perspective !
The idea was to separate the click and Space bar to avoid accidental inputs, but in the end it probably made the experience less intuitive.
Having an outside perspective really helps catching those little things!Thanks!