Criteria | Rank | Score* | Raw Score |
Fun | #25 | 3.964 | 3.964 |
Audio | #67 | 3.643 | 3.643 |
Game Design | #89 | 3.607 | 3.607 |
Graphics | #95 | 3.857 | 3.857 |
Overall | #136 | 3.417 | 3.417 |
Innovation | #292 | 2.929 | 2.929 |
Theme | #586 | 2.500 | 2.500 |
Ranked from28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
the general art direction is about falling deeper into the bottom and the general gameplay is about diving deeper into harder challenges.
Did you write all the code and made all the assets from scratch?
i wrote the code myself in godot engine and i drawn the most sprites in the game but i used some external assets like font, sfx and music .
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I love when the game mechanics are simple yet lead to a fun experience. The progression is nice and accompanied by a cute and well-made art and sound design.
As others have mentioned, some different content would be great to make things more interesting and less repetitive such as more upgrades, moves and obstacles/ways to lose hearts. But it is a jam game of course! :)
The game is really fun and the transition too the game from the intro is just awesome, how the music chances and the water starts coming down is very epic, and the way how you get one firefly at the start, and the second gives you the second one to instantly get an upgrade, to teach that mechanic is pretty awesome.
The game does get pretty repetitive after a while, so maybe some alternate obstacle thingys, like bombs that explode after a while in a 3x3 area and stuff like that.
Them the harsh black outlines on the spikes look pretty bad, maybe a lighter gray would look better, because they look kinda weird on the light ground.
Then the firefly amount for the upgrades scales way too quickly, you should make it scale faster in the beginning and slower in the end, so max you'l ever need for a upgrade would be about 12 or something. But keep the 2 fireflies for first though, it teaches the mechanic really well.