Grotlover2 Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 295 |
| Writing: | 175 |
| Concept/Design | 1220 |
| Msc: | 170 |
| Total: | 22145 |
Comments:
I am not going to lie, I have mixed feelings on this game. For one I think its a fun puzzle platformer that makes some fun use of vore and incorporates some metroidvania aspects into it with the exploration and optional upgrades. At the same time I have some major issues with the game. 1st while some of the puzzles are really quite cool there is a fair number that I feel make use of moon logic, whose mechanics are not well explained, or not explained at all. For example, while it is small these issues start with the very first scene of the game. The opening intro requires me to press one of the movement keys to move it forward instead of the more standard space, escape, left click, or enter. It is not till after this black screen is it explained to you that the movement keys must be used for that. I am not going to lie I actually thought the game was frozen for a few mins before I looked up the control scheme on the forums. The first lower room after burning the wood wall was also problematic. When I first entered there the first thing I tried was to hit the blue block with a fire ball. I thought I hit it but it did not move so I thought fire balls did not move crates. After seeing the message about each switch needing a different weight and the different sized boxes I though that it was a box stacking puzzle to get the blue box and the hint text was meant to draw attention to it being a color matching puzzle but I was wrong on both accounts. The size of the boxes and not the color mattered which is even more odd considering I do not think that kind of puzzle was even used again with the rest of them being color matching more or less. Finally, the puzzle where you had to use the enemies to press buttons was really quite brilliant, but up to that point I have not seen them interact with anything but me and I think the boxes so it did not quite occur to me that I should use them to hit the buttons where instead I was expecting maybe having to use them to push down boxes. Also, while this is a common issue, the game could befit from the use of coyote time for jumps and I would also disable physics interaction with the boxes when the play jumps as it is to easy to accidentally push them out of place. That all being said the only reason I am being so harsh on the game is I can see some really good possibilities with it if it was cleaned up and I was quite impressed with it over all.
Jux Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 261 |
| Writing: | 135 |
| Concept/Design | 1251 |
| Msc: | 25 |
| Total: | 21909 |
Comments:
This game sure has a ton of content for the jam project, and overall it seems pretty good. My biggest gripe is that for a game that relies so heavily on platforming and stacking - the game handles them is a really unsatisfying way. I tap forward and I move like a half block forward making me fall off ledges all the time. I jump on a block, and it tips over making me fall. I’d avoid tipping over blocks, but because a single tap makes me move so far, it means I’m constantly overshooting movement. And there was some inconsistency with jump ability? Sometimes I would struggle to make some pretty basic jumps, and other times I could just make them. I think once those things are sorted out it will be a beloved game, but those things really hampered my enjoyment.
Kilif Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 285 |
| Writing: | 220 |
| Concept/Design | 1455 |
| Msc: | 150 |
| Total: | 22320 |
Comments:
This game is technically very impressive as far as scope and concept/mechanics go. I wouldn’t have thought of combining physics-based puzzles with vore, but they go surprisingly well together. The animations and “full” sprites were fun, the puzzle design had some good elements to it, but my god you 100% need to work on shoring up those controls. I’ve never been more frustrated in my life trying to stack boxes while they fell or I slipped off of them time after time. I understand this is a game jam game, and polish isn’t expected, but the lack of refinement here made the game almost unplayable in spots. I had to restart multiple times because blocks would clip through the ground and be gone forever. Without any saves, this made for an incredibly frustrating experience.
That being said, as far as innovative concepts, and shear size of content, this is one of my top picks. Reduce the slippery-ness of the movement, get rid of blocks falling through the ground, and add in check points and you’d be golden. I don’t want to imply I hated the game, far from it, there’s just some major control issues that need to be addressed for it to really shine.
S&S Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 305 |
| Writing: | 290 |
| Concept/Design | 1350 |
| Msc: | 130 |
| Total: | 22385 |
Comments:
Squirrel Score
| Category | Total |
| —: | :–|
| Basics: | 20000 |
| Art: | 160 |
| Writing: | 100 |
| Concept/Design | 300 |
| Msc: | 30 |
| Total: | 20740 |
Comments:
There’s a solid concept here with some great art and fun mechanics incorporating vore that really spice up the platforming experience. Would love to see further development on this!
Scores
Art: 1306
Writing: 920
Sound: 1192
Design: 5576
Total: 109499