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good game the fun thing is its always possible no matter what moves you get its always possible!

 i love it. well polished, great concept which is well executed. The game is very difficult though (unless i'm just being dumb)

not knowing what your ability is within the next 0.3s making makes clearing the level feel more like RNG rather than overcoming the RNG. The fun of this mechanic mostly lies in not knowing, how you'll have to tackle the next hurdle. While games like Celeste are more about memorizing and perfect the moves necessary for the given level, you can't really do that for a game like this, where you constantly have to improvise.

My proposal: Instead of rolling for randomness each time you use the ability, roll for randomness each time the player leaves the ground. That way you still have to improvise on how to tackle the current level, but you don't have to blindguess what your next move will be.

That's a good idea, though certain sections require different amounts of uses of the moves, and restricting level design to revolving around a set amount of moves doesn't seem like a good idea.

Perhaps different sections could be programmed to have different amounts of moves generated.

Thanks for the suggestion!

Rather than what the other people said, I think simply just having no timer between the moves switching would be better. Otherwise, this is a really cool concept with elegant art that gets the main points across! Would love to see more of this.

Thanks!

I agree that the cool down can be annoying, but without it you can basically fly, although that wouldn't be that much of an advantage in the cramped levels.

(also, a little detail I added, the character flashes all of the sides of a die during the time of the timer cool down)

This is a neat idea. Love the simple art

Pretty fun! creative design though Like another comment said, I wish we had more time to plan what moves we had next. Maybe you could have been able to que up another move so your game plan was better? Overall great job.

Thanks!

Yeah, I agree with both complaints about not enough time, and I think the idea of showing the next few moves instead of just one would have been a good idea.

I also planned at one point to have a slow down effect each time a new move was selected, but I ended up not liking how it felt, and didn't have the time to figure out how to program it so it worked well, partially thanks to my rushed spaghetti code.

Either way great job, My game is far from balanced and playtested, so I get the feeling. 48 hours 'aint much!

Wow, this game is really fun! Sometimes it felt like you didn't have enough time to react for the next mechanic while you were in the air, and it did feel pretty short (i mean obviously it's a game jam with very little time), but other than that I loved the art and all the levels were really fun!