Time ran out on the final level. The idea is great, but the controls just mess me up so much. I'd love to see this being expanded in the future!
Play game
15 Minutes's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #47 | 3.450 | 3.450 |
| Graphics | #55 | 3.750 | 3.750 |
| Overall | #83 | 3.229 | 3.229 |
| Theme | #84 | 3.500 | 3.500 |
| Accessibility | #89 | 2.900 | 2.900 |
| Originality | #92 | 3.350 | 3.350 |
| Fun | #95 | 3.000 | 3.000 |
| Controls | #118 | 2.650 | 2.650 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7.2
Theme Interpretation
All combat revolves around needing a chargable energy
Wildcards Used
In-game resources lose value over time
Discord Username(s)
alienn312
GWJ Participation Level
This is the first one I've submitted a game to, but i did attempt one in February 2024.
Team Size
1
Generative AI Disclosure
Comments
What a cool game! There's lore, story and the main "idea" of the game is quite fun and interesting. The potential is so high! There were a few mechanics I wasn't sure about like pogo-ing, enemy ricochet-ing sometimes they felt weird and 'random' but I assume it is based on your velocity? There's tons of level potential where you ricochet off enemies to go to the top. I got to the final boss but couldn't beat the blue calamitas clone cus I was either too scared to attack [time ran out] or when I move towards him I get shot 57 times. The speedrun potential is amazing though. Reminds me of pizza tower and dustforce!
I think the idea for the controls is cool, but from the start the execution didn't quite feel satisfying for me, and knowing I have this master timer of 15 minutes to finish didn't sound good as I wouldn't even be able to take my time to get used to the controls. Could be partly a skill issue, I know there are momentum based platformers out there and I don't recall any I've actually played, but I agree with the other comments that changing the level design to be more open and fitting for the controls might be a good call. Solid entry nonetheless!
I'm a sucker for momentum mechanics, though I have to say it didn't feel like the levels were built for it. When it felt good it felt good, though.
Pleasantly surprised by the amount of content
I liked the concept, although based on the way that the character controls (building up momentum to create speed) the level design could benefit from a bit more open area / pits to jump over as opposed to walls that break that momentum. Given the level design already guides the player down, I'd lean into that a bit more and allow the player to just run and jump towards one part of the level (kill some enemies along the way) and then move down to the next section. All in all though, great effort for your first GWJ submission!
got to the boss made me wish I did not and just stay up there where I could hear the birds chirping lol but awesome game, I would say at least give us back the energy for the boss when you die I could not even charge back up
Interesting idea! I managed to make it to the "last stretch". I think I got lost in the "basement" level — I spent a few minutes there without noticing the way down. Some landmarks around the areas connecting the different levels would probably help with navigation.
Accelerating wile moving is fun the arstyle is choesive and the movement feels smoth and the partical effects are great , i think it would have been a little better if the players initial speed was a but higher, also i think beeing able to use a lot of your carge for a shield/life up would have made the charge mechanic more impactfull and reduce the number of times sections have to be repeteat, also jumping would have been a lot better if jump height was linked to how long you press the imput key , also geting your charge repleneshed when dying, also the spike colision should be a bit bigger i landed between two. Overall the game works well and never crashed, i ran out of time in the 4th level.
This is a very fun game. I love the idea of having momentum that you have to build up. Unfortunately, I don't feel the level design was built for the player's movement. The dialogue was well written, and the sprite art looks beautiful!!
I managed to get to level 8 before running out of time. Really liked the variety in environment, the parallax background effect, and the misc. particle uses. I liked the "mid-air attack to cancel out your y velocity" mechanic. I found the game a bit tricky to control, and I was bummed out about the time limit—it seemed like I was pretty close to the end.
The pixel art was very nice. Area 3 was my favorite, good music choice with it too.


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