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Crystal Cave Sword Pogo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #8 | 4.000 | 4.000 |
| Use of the Limitation | #11 | 3.846 | 3.846 |
| Overall | #17 | 3.558 | 3.558 |
| Concept | #27 | 3.385 | 3.385 |
| Enjoyment | #31 | 3.000 | 3.000 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Raylib, visual studio code, gimp
Use of the limitation
one button, timing based game
Cookies eaten
3 pieces of bread and a piece of cake
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Comments
Great game! So much crystal peak vibes (if you now what i mean ;D)
the art and timing was very cute!!!! i just really suck at the game. very good :)
I really liked the visual style of this one! The crystal cave looks great, and the simple idea of trying to travel farther than your previous run gives it that nice “just one more try” arcade feeling. Timing your movement around the crystal formations also fits the limitation naturally. My main suggestion would be clearer feedback around collisions and successful timing. In a few moments it was difficult to tell whether I had mistimed my action or simply touched the crystal’s hitbox. A stronger success effect, different hit sound, or slightly clearer collision feedback would make learning from each attempt much easier.
Nice game. Though you didn't make the assets they fitted perfectly together, which isn't always easy. Especially the hit effects
When I actually started to get into the flow, and started creating some different strategies, very nice. The main strategy I created is mid air jumping as late as possible, to still be able to reach the top of a spike. This massively reduced the amount of arch I had to mentally draw to get to land exactly onto one. My highscore is 90.
Two main points of critique:
1) When learning the game I was more in the waiting screen then actually playing. This is the most important playtime as first impressions are everything. You could've either made an easy/tutorial mode where you have lives or the sword bigger, or made the time it takes to get back a bit shorter. Calculating when to do a mid air jump is very tough, and when you just started playing it might take over fifty tries to get past crystal three.
2) I thought for a while that the mid air jump animation was also the hitbox of the swing if I had hit. I thought that the first attack after you bounced had a larger hitbox (which would've been a pretty cool mechanic tbh).
But overall a very smooth experience, like others have said.
Love the aesthetic of the game, looks very polished!
Was nice to get into a flow state, good work!
great idea! Love the soundtrack
wow, one of the best games I played so far!
A very polished and smooth game—it’s a real pleasure to watch and listen to!
The gameplay concept is also very interesting;
the only thing missing is a difficulty curve.
My record is 57 meters—I’d be curious to know the creator's record.
Thanks for playing and feedback! 57 is pretty good, on my phone I got to 65 max this morning. Got more on PC during development, with pretty much same gameplay, so can tell for sure it is possible to get 100+, but it requires getting into a flow and good timing.