thats a good idea. i think finding a better balance between having the player figure it out themselves through trial and error but still making sure everything is clear is something i could have put more thought into- for example, it's not evident that you're supposed to avoid the rain because it can be hard to see in the art since each drop is only like a pixel thin and the animation is pretty low framerate, and it's not really clear that rain would be dangerous in the first place. so yeah, i agree with you and i appreciate the feedback. glad you thought it was charming :)
Aurastick
Creator of
Recent community posts
Glad to hear you enjoyed it!
Anyways, I think the hitboxes feeling unfair was unintended consequence, and I'm sorry to hear that. Despite the fact the game is named "Unfair Elevator" the unfair part was supposed to be some attacks like the boxing glove coming out quick or finding a safe spot to go. I actually tried to design most of the hitboxes as fair as possible by keeping everything a bit smaller than it looks, kind of like games like Celeste and Geometry Dash, but I guess I could have benefitted from asking people how it felt to play and getting playtesters, since I only ended up showing it to friends after it was already released :P

All that yap is to say: which attacks did you feel like the hitbox was too big for? I would greatly appreciate any further feedback as well so I don't make the same mistakes in future games :)
thanks for the reply! that makes so much more sense now, I was able to get 3 bombs diffused after understanding how to play! it's pretty fun actually, because although the first round starts simple it quickly gets difficult as you lose more inputs and have to figure out which row/column to clear out so you can actually access the bomb. This is my first game jam too, and I'm sure for many others, and in my opinion this is a great effort. Even being able to make a game at all in such short time frame is no small feat! XD
I'm gonna be honest, I didn't really understand the objective or how I was supposed to clear out the cube. Of course, there's a good chance that it's just my intelligence that's lacking here, but I still think if you were to add more to this in the future, the game would benefit with an animated example or a small comic that spells out what you have to do step by step, or even just an optional tutorial button that takes me to an infinite timer section before throwing me into a limited-time situation. If you could reply to this comment and tell me how I'm supposed to clear out the perimeter squares, I'll play this again with new knowledge because this genuinely looks like a fun and wellmade puzzle. :)
Anyways, the art and presentation is really great even if I wasn't able to comprehend the gameplay loop. And the name was eye-catching, which is why I'm here in the first place :P
Cool little concept! I really liked the art and designs of the floors. I thought that using the "E" key as an interaction button was a little uncomfortable and the sword slashing sound effects were a tad bit loud, but it's a very intense and fun arcade style game. Furthest I was able to get to was Floor 4 before I died, and that was mainly because I didn't know the best route to take or where all of the hourglasses were- if you ever revisit this game some kind of tracker or minimap would greatly help reduce frustration when locating the collectables :)
The graphics are nice, but like the guy below me I have a bone to pick with the gameplay. In my opinion, since the pattern of the clock hands moving is the same every time so it becomes more of a memorization game on when to jump, and resetting becomes frustrating since the first round is so easy but quickly gets more complex/difficult in the 2nd round. Got to round 4 before I gave up, but overall I enjoyed the presentation and concept of this game :)
This game actually reminds me of a video of the streamer DougDoug playing a game called Clock Simulator, if you search up "DougDoug Clock Simulator" on Youtube you'll find it, it's a pretty funny watch :)

