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Trust No Level's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1184 | 2.558 | 3.000 |
| Innovation | #1297 | 2.345 | 2.750 |
| Theme | #1297 | 2.558 | 3.000 |
| Gameplay | #1321 | 2.239 | 2.625 |
| Overall | #1497 | 2.132 | 2.500 |
| Audio | #1761 | 1.492 | 1.750 |
| Visuals | #1870 | 1.599 | 1.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Do NOT trust the level that you saw
What code and assets did you not make from scratch during the jam (if any)?
Scripts and prefabs that handles Gameplay Management, player movement, game dev tools etc. created by Nibour (me)
All scripts that are related to the game is all scripted in hand during the game jam.
No AI generation in the game.
No art that is not from scratch (except Unity default and custom colour). Most of the art are from internet like itch.
Source codes: https://github.com/Nibour16/UnityGameStarter
How many people worked on the game?3
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Comments
Invisible walls, platforms, and even fake platforms. I like that you don't use them immediately but start slowly introducing them as the player makes it through the level. At first you gain their trust but than you leave them in situations where they can't trust what they see. The pit back to the start signals to the player that they should try finding secrets they may not checked when moving through the level the first time. My only complaint is that it feels off when the camera moves along with the player when they jump. This can be fixed by not tying the camera to the player themselves and giving the camera it's own logic of how it should follow the player. Nice work!
Well I used cinematic virtual camera in Unity for the player following. The camera follow offset and the delays can be adjusted, without coding requirement. I didn't manually typing the player to themselves. Overall, I don't think the camera follow isn't that bad
Yeah, you got a point. It's not bad but could be better. I've seen setups where the camera would be placed directly on the player and that certainly doesn't look good. What I do is try to let the player go above the center of the screen to make the jump feel more like a jump. I think for the scope of your game, it works fine. Either way, congrats on finishing your game!
YOO I love what y'all did with the levels- The invisible platforms and fake doors are smart as hell. Every time I thought there was no way to progress I'd jump around the place and just come to realize that I've been outsmarted yet again. Fun game :)
safe to say i do not trust the levels anymore especially the invisible platforms lmao
Pretty cool idea! Consider adding any sounds/music to your game to make it fell more alive :) GG!
Thanks, I also have considered that but we don't have much time so that's all we have.