The character is charismatic and the black hole mechanic is very satisfying. Great game! :)
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The Sightseeing of Clara's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #7 | 4.158 | 4.158 |
| Mechanics | #10 | 3.421 | 3.421 |
| Sound | #13 | 3.105 | 3.105 |
| Overall | #13 | 3.389 | 3.389 |
| Fun | #17 | 3.211 | 3.211 |
| Art | #17 | 3.053 | 3.053 |
Ranked from 19 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 platform through singularities (black holes). and work with it to get to main goal. Also, the main character is a singularity.
What Game Engine did you use to make this game?
Godot
Comments
Slipperiest platformer I've ever played(this is a compliment)
This is so fun and creative! I can tell you really enjoyed making the game! I also liked the bits of lore in it as well! Genuinely 5/5 game
Thank you for playing! Yeah, it's a bit slippery especially with the momentum gain-loss mechanics, but kek. I did enjoy making this game, and to be honest caused me to procrastinate developing because of playing lmao. The lore was something I wanted to think about and set up the worldbuilding a bit even in the limited pieces of text or places, and I'm glad it helped make it enjoyable kek. (The Singularity at the background, the general narrative of Clara just wanting to explore around through the Win-dows. etc.)
And yeah, I'm looking people had fun and its really nice to know : D
that was intense lol. the music is helping too. one of the best and inventive mechanic in this jam. Love this. Remind me of geometry dash. The main weak point maybe because have to use keyboard to play. Maybe for the full release there is a joystick support.
Thank you for playing! I'm still so proud of the music (even if I shouldn't have made it as the first thing lol), and thank you for the comment on the mechanics, as I really polished it through even with the limited time and shined. The geometry dash similarity is interesting, but I do see what you're seeing.
I don't usually do full releases mainly due to the fact I'm still learning game dev, but I think controller support (since it has a joystick) might be possible to add if I update the game, and maybe notify...
Still, thank you for playing!
The controls were too fast for me and that you don’t slow down on key release was also a bit of a challenge. I did not get past level 2 lol
Yeah the controls and momentum aspects of the game is probably the largest hurdle. In exchange, the boost and slow system was done to make sure you keep the control as much as possible (the shift-space). I’m surprised level 2 (ascent - black hole introduction) was the main hurdle, as I thought level 3 (slingshot - proper positioning in black holes) would be where players would have difficulty. It’s a shame it was a bit too difficult, as it can be with the control-movement scheme.
Still, thank you for playing!
(An addendum) You don't have to read, its more of a note to myself lmao but reminded me....
Actually, thinking about it more, I wanna yap a bit on how the control scheme is why the way it is. (And why it took me a long time to nail down the movement for the player before going into level design).
That was my first thought too, why not implement the very common thing to do in platformers where the player should stop... well...
Blackholes.
1. It gets a bit low on control if it stops the horizontal movement completely, maybe when going through a black hole and you need to slightly slow down the player, so the trajectory makes you move more upward as you give the black hole more time to move up. You can't do that here because the movement is more binary in that you either move too quickly or move too slowly.
2. Even if I came up with a control scheme like that your overall direction changes over time, it gets confusing on how you are meant to "stop" when your horizontal movement became vertical and vice versa. Ex: Going horizontal with D, then it goes upward, I would need to only tap W to stop moving upward... And it gets really inconsistent/unintuitive if the system I did for the horizontal isn't the same as the vertical, which... is hard to work with if you want to prevent the player from getting yeet-smashed down without also preventing levitation....
I knew a boost system was required so that you can escape blackholes. The naturally easy step to solve the issues was... to just slow down the character with a different button, and using the boost system to prevent the player from just levitating for too long. Two systems in one and easy to code.
And from there slingshoting around with maintained momentum while having the control of a slow down was the best idea I had at the time. There might be a better system, but I think this was the only way I could think of that prevented the game from a difficult platformer to a rage game. Or to even release a game to begin with lmao.
What an amazing use of the theme! I also really liked how you threw in those boxes as well, tumbling around with them in the singularities felt peak! Great work!!
Wow, what a really cool game—it's very fun and offers a lot of variety.
Being fr i just love that you can push the boxes into the black holes
very nice physics based platformer it was hard to control but that's the point. Very fun honestly. I don't have anything to add it's just great, gg on the mechanics
Thank you! Yeah, the control is probably the most important aspect of the game as you don't have much upwards movement, and momentum is insane with the orbits. Pressing space is something I really would've emphasized even further or taking it slow. And once you got used to the mechanics, speedrunning with well-timed boosted becomes really fun. (Unfortunately, didn't have time to implement some of the original scope).
I'm still happy with the mechanics, and thank you for playing!





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