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A jam submission

The Eye of DeprivationView game page

Simple relaxing 2D platformer that encourages speedrunning and slowing down.
Submitted by Trazam-dev — 10 minutes, 41 seconds before the deadline
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The Eye of Deprivation's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#1152.4003.000
Polish#1242.1002.625
Art#1282.4003.000
Overall#1402.0402.550
Theme#1471.9002.375
Audio#1481.4001.750

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Adventure

Focused on Exploration

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Comments

Submitted

I really liked the feel of this little game.  I can tell you put time into making the platforming feel good, which is appreciated (generous coyote time makes a world of difference in how things feel!).  It really did feel nice to move around in.  The graphics were very minimalist, but I liked the little particle trail that the character emitted; that was a nice little touch.  There are a few things I would have liked (music and a few more sfx, for example, would definitely add to the feel), but the game felt nice to play as-is.  Timing things to avoid falling asleep was also a nice little extra challenge, though it did mean I spent a decent amount of time just waiting for the timer to expire.  The level design was also solid, with a nice little variety of obstacles to deal with.  The other thing is that I didn't realize I was on a timer, so I went to get a glass of water mid-game and ending up with the following dismal time, so maybe showing the timer mid-game would help, and would also have pushed me to be a little less careful with waiting for the eye timeout. :P


All-in-all, a solid entry; I had fun with it.  Nice work, and hope to see more from you in the future! :)

Developer

Thank you! I'm happy to know that at least one person made it to the end. I did plan the music and some more SFX, but I fell short on time due to a few last minute game breaking bugs. The timer is just a foundation to encourage speedrunning and replayability. I have thought about having an in-game timer, but the timer stops when the eyes are collected, which currently is half their use. Going to bed could be a good moment of anticipation to see if you beat your high score. I wonder if you thought that the game was recording the speed and since you were too slow, the button was blacked out. By accident, I changed the button's sprite to be the outline instead of infill, so you don't see the text, but it is just to go to the main menu.

What do you think? Should I still put an in game timer? I could just make it a setting. And about the falling blocks, did you fall when you first encountered them? 

Submitted

No, I don't think the button confused me, just I would have gone faster if I knew I was being timed (I really took my time as-is).  I would personally still lean toward an in-game timer, but I also think it's fine as-is.  I like your idea of having it as a menu option; Celeste, for example, has the timer off by default, and it's never a bad thing to borrow ideas from Celeste :)

The falling blocks didn't get me, but they almost did; that's a place where a little extra sfx and/or a slightly bigger visual cue could signal the danger.  For me, the wobble was enough for me to jump back to the side.  But I could also imagine if you land on them at the wrong time, even if you notice the wobble, you might be frozen in place and doomed to fall.  Maybe making them visually distinct even before landing on them would help that?  Just a little signal to the player that "hey, something's different about these" might be enough to encourage caution on that first playthrough.

Developer

Great minds think alike! I do have some ideas for the falling blocks already, after talking to the other reviewers, such as the same particles that the player has dropping down, for starters.  But the SFX is an add-on. Thank you for your time!

Submitted(+1)

It was a difficult game, I think there can be checkpoints to punish less. Maybe pressing R should take them to the last EYE pickup? instead of in the start. I picked up 3 eyes but lost all progress because I fell down because of falling block that I got introduced for the first time, and the rest got triggered.

image.png

Developer

Sorry, I took a bit too long contemplating how I wanted to do checkpoints. I wasn't sure how much help I wanted to give the player. Making the eyes checkpoints is an interesting idea that is far from what I imagined. I guess some sort of event that shows the blocks falling down, or more of a sign, is very needed. I did want to make particles with the blocks, but I didn't have enough time.

Submitted

I have a question, because I didn’t go back up after falling block. Is that the only way to go across, and if so, will the falling blocks respawn when I go back?

A platform under first couple of blocks should be fine to allow them to get back to start position.

Developer

Reducing the price for the mistake is a good shout. The blocks do, in fact, respawn, it is a 3 second timer. Yeah, you have to go through the falling blocks. It is the last part. There is the bottom line of blocks, the top line, then two simple jumps.

Submitted

image.png

Welp after some more tries I did it. Phew. Kinda tense but feels good after completing. ggs!

Submitted

I actually completed it twice, but I didn’t took screenshot in first completion so had to do it again. I thought button in the end screen is where I write my name, and I clicked on it, it took me to menu 😭

But that was 150~ something, so this screenshot is better xD

Developer

I just accidentally changed the button sprite to an outline instead of the filled in one at the last second. It just says 'Main Menu'. Maybe I should add a leaderboard.

Submitted

I gotta admit that I am on board with keymaster001. I did get past the diagonal moving element, but it was hard for me to understand how. After multiple effort I got past it and there nothing interesting there. 
I think there is potential in this game, but an improvement would be to balance it a bit, and have tiny bits of rewards. That could be items, that could be pretty art. 

But, we also gotta take in account this is a gamejam and you build this in a short period, so my rating reflects that

Developer (2 edits)

There definitely is something. Both levels are complete; the bed is the end, as the tutorial indicates (if you got that far and thought it wasn't). After the ledge, you go straight up and to the right. Once on the big platform, you just go all the way to the right. I think this part is the most unclear bit. I did want to add a way to zoom the camera out, which might have helped with this issue. Could you elaborate on what you mean by "balancing it a bit," please? The eye was meant to be a bit more of an item, but I had many issues with bug fixing throughout the whole game.

I'm unsure if the issue is that maybe it doesn't look like a path, or maybe you didn't have enough time to spot it since it is a game jam.

Submitted

the balancing a bit is more or less me asking as a player to be rewarded for good work. The diagonal moving platform was a bit hard and i just didnt get a dopamine rush after it.

Developer (2 edits)

Got it. It is meant to be more of a relaxing game, and I don't think dopamine rushes are expected in relaxing games, but I do understand. I guess the diagonal moving platform is hard because it is too early in the game, and there isn't much I can do about it since a speedrun is less than two minutes.

Submitted

unfortunately i wasn't able to explore very far past the first level with the diagonal moving platform, i kept timing out and it it was unclear how i could proceed. wish i could say more but next time try to focus on teaching the player what the game is. you did answer 'what can i do' but you also need to answer  'Why am I doing it?' and IDEALLY 'why is this fun?'.


still, i hope you keep making games, it would be great to see your improvement.

Developer (1 edit)

I don't quite understand what you mean. The diagonal platform leads to the left wall, which has a ledge you can jump on. It gets so close that the player can almost walk onto it. Thanks for the questions, I will definitely remember to always ask myself that from here on out. I didn't quite get time to add more lore, I was barely able to make two tutorial levels. I was able to put a little bit of lore in the actual tutorial level; unsure if you played it. Did the timeout stop you from jumping to the ledge? Maybe if you have a lower framerate, the platform doesn't go far enough.