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Where Down Goes - Prototype 0.1.1's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #8 | 3.167 | 3.167 |
| Fun | #8 | 3.333 | 3.333 |
| Visuals(Graphics) | #10 | 3.500 | 3.500 |
| Sound/Audio | #10 | 3.333 | 3.333 |
| User Interface (UI/UX) | #13 | 2.833 | 2.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://zipply-labs.itch.io/where-down-goes/devlog/1649429/where-down-goes-prototype-011-update
Developer Feedback Questions
How clear and fun do the new gravity controls feel?
Did you encounter any confusing moments with the camera, combat, or navigation?
Any other ideas or feedback on the game would be greatly appreciated!
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Comments
Really nice game, it feels hard though. Fighting hostile feels very tricky with such limited attack range. Love the gravity system, great work on this.
Hi there, the gravity controls where fine, I wish that I didn't have to hold shift to use it though. Also, it would be helpful if you had an easier opening level to get the player used to the more difficult movement controls. It might help if you didn't fall so fast, but my reaction times might be bad idk. There was a lot of text as soon as you enter the game, choosing quests without context on why we're doing said quests ect. Other than that, everything works well.
Others have pointed this out too, so you’re absolutely right! I’ve tuned the fall speed for the next update and I’m working on a few other adjustments that should make the controls and opening experience feel a lot smoother. Thanks for the feedback, really appreciate it!
Gravity controls are clear AF.
Navigation: You can fall on the spikes, instant death.
I like different enemies. Basic Zondbe is vulnerable from all sides but fast, Mashroom is protected from above by his hat, and Skeletank blocks hits from forward.
Basic melee attack is useless. It has a point blank range but it has no sense in the game where You definitely do not want to fight in melee.
Picksel Art and 8-bit style music fits the game. Comfortable. Fun. Beautyfool.
Thanks for the combat and enemy design suggestions! Spike placement and readability are definitely moving higher up the priority list for the next update. Appreciate you playing!
How clear and fun do the new gravity controls feel?
The gravity controls felt alright once I got used to them, but there should 100% be a tutorial level give us the basics.
Did you encounter any confusing moments with the camera, combat, or navigation?
The initial experience was pretty confusing overall. I think zooming the camera out would help a lot. Spikes one shotting you is really rough when you cant see it coming. A minimap over a radar would also go a long way. Try to give the player as much info as possible so they can make decisions about rotating the map. Honestly just slow the whole game down a tad.
The attributions say AI for code, but many aspects of this felt very AI, backgrounds especially. Make sure you're disclosing that if thats the case!
All that said - theres a core of a good game here, good work. polish it up!
Thanks for playing. The minimap and spike visibility are fair points, I’ll work on those since others have mentioned them too.
On the AI side, it was only used for some background work, and I did the final editing myself. I just didn’t want the disclosure to make it sound like the whole game used AI art, since that wasn’t really the case.
Appreciate you giving it a go and taking the time to leave feedback!
I played for the first time. First of all, I like the overall fantasy of the game.
Gravity control feels good. It was pretty clear how it works. Camera rotation and gravity swap feel good. What was confusing is the lack of reaction from the enemies to the gravity change. I guess that could be problematic for the game idea. I would love to see a reaction to the swap.
I feel the movement and combat could be more responsive. Maybe you could check how Hollow Knight solved movement to improve it. Animations are good, it was clear what is going on in combat.
I love the idea of the minimap. Pretty good mechanic for the game idea, cool!
Overall the game has potential, keep working!
Congratulations on your submission
Really glad the gravity controls, camera rotation and minimap worked for you. Hollow Knight has definitely been an inspiration for the game, and I’ll keep working on making the combat feel more responsive.
Thanks for the feedback!
It is very hard xD The idea is very fun to play tho! The controls weren't confusing at all, but it was confusing to know where I actually am in the level. Something like a mini map would be very helpful. And maybe a level where I can just test/train the controls without any spikes or enemies. Because it is very easy to die xD I've already learnt to use the walls to not fall so fast/uncontrolled :)
Thanks for trying it out! Glad the controls felt clear. The onboarding and level readability are things I’ll be improving in upcoming updates, so a safer practice area and better navigation are great suggestions. Also love that you figured out using the walls to control your fall :D