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Master Archer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #4 | 4.083 | 4.083 |
| Use of the Limitation | #5 | 4.583 | 4.583 |
| Overall | #7 | 4.146 | 4.146 |
| Presentation | #17 | 4.000 | 4.000 |
| Concept | #21 | 3.917 | 3.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1, Cat Of All Colors
Software used
GameMaker
Use of the limitation
I used a strict three-color palette of red, dark red, and light pink
Cookies eaten
One chocolate chip cookie from my local grocery store 😀
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Comments
Yep, this game is epic. Immediately making me wanna add an archer style character to my own game. It's very simple, but you avoided some pitfalls I think were easy to fall into.
First, here's the reason I think sprung most of the critique of the other players. Keep in mind I only know all this because I like the game and thus know what to pin point as something I don't like.
The main one is the varying jumpheight. While it may seem that adding more flexibility for the player can only be a good thing, the varying jumpheight doesn't add much flexibility as your jump is very low anyway. Instead it forces players to keep a bit of focus on how long they hold the jump for instead of on actually aiming, if you stop focussing on it you easily start jumping way too low and can't get anywhere. That can be good if you want maximum skill expression, but I think it is a trade-off that's not worth it in this case, as I think simplicity is key.
The second one, and one might argue that it is more annoying, is that the arrow springs from the bow, which is offset horizontally a lil bit. The reason I think it's less annoying is because it's more fun to wrap your head around in reruns, for instance in the center sprinkler level 8, where you can wrap your arrows around the ceiling there. One thing about this that kept tripping me up, and making me scream in frustration, which isn't bad cuz it means I was invested in the run 😏, was that when pressed up against the final door and facing right you can no longer shoot. Especially annoying when a cloud comes by and washes out your shiggles.
I think besides those points, the character moveset felt really good, wouldn't change a thing. The way you can't jump über high made it so that last level was possible, and the quick movement meant you weren't backtracking for an hour when those sacred clouds owned you once more. Plus the quick fire arrows helped with same thing, while being held back in some levels where those platforms were useful. These are the pitfalls I mentioned. For me it's easy to imagine a game where you had to hold down to shoot, or you ran much slower, which would've made the game more deliberate, but less dynamic and made the clouds even more thunderously annoying.
About the clouds. They're annoying. I like them as a local stress inducer. While playing you're constantly racing against the clouds because when it hits your shiggle, it quickly dominoes into Do the whole level over, dummy. I think it's nice to have something like that in a game without a time limit. One interesting thing about them is their cycle isn't always the same when you enter their level, instead being determined by how fast you beat the levels before them. This created a massive bus, as I think they call that in speedrunning, especially in the first level with a cloud, where if you're at a decent pace the cloud is just approaching the left side, meaning you have to wait all the way until it's gone again. That can be a good 7 seconds. When I finally beat that bus, my highscore went from 1:12 to 1:02 in one go. Which felt epic then, but before that it felt like all the work I put into the earlier levels was for null. I don't mind this cycle system, and I think the levels might be even more annoying if you had to wait each time, but I do have another solution which a bit more work to implement maybe. What if shooting the cloud made it go faster for a bit? Suddenly the earlier you get there the earlier you can leave. You can give up saying: "I'm never light all of those in time" and start shooting the cloud so you can restart quicker. I don't know how you would communicate it to the player though.
Quickly about the skill expression, very good, made it fun to rerun. I went from above 2 mins, to 1:35, to 1:18, stayed there a few runs, then 1:12, stayed there a little while, and then got 1:02, and I felt like I beat it, so quit. Very good progression if you ask me.
I don't know why the music and sounds are disabled by default, I suppose it's because you didn't make them yourself, but it adds a lot to the experience, and made my reruns substantially more fun
A minor bug: You can get stuck in the door if it closes as you're in it. Which actually leads to a feature request, and I think you know what it is when I say it'll help not having to refresh the page every so often.
Also, you failed to follow the limitation. To fit you would've had to have been 'the cat of three colors', you dinglecat
That's it. Good job, here's an emoji: 🦿
This game was really fun! The arrows felt a little bit more luck based than skill based and the controls felt slightly sticky but even with this it was super fun. I played through the entire thing without sounds by accident because I didn't see it in the main menu so I played it twice. Super good work Super fun!
Great game! The music and sound effects really set the tone. It would be awesome if it also kept track of the arrows you used so you were incentivised not to spam them
Awesome little speedrun game! The control are super responsive, the art is great, and I really liked the clever use of rain and wooden platforms that interact with the fire arrows in different ways to add some spice to the gameplay. Great work!
Very cute game!!
This is amazing!! Super fun with a surprising amount of depth to the mechanics given the 3-day jam timeline. The rain and water mechanic is clever and adds a nice challenge to some of the levels. The arrow physics are good, just would love a bit more responsive platforming. Great job!.
In our second run we got 1:30:513!