Sure thing!
abho
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I didn't have a lot to say but here
https://abho.itch.io/risertrap/devlog/674094/construct-game-jam-2024-winner
Glad you liked the vibe, that was for sure the main focus.
The way it is implemented in this game actually does make it more than just picking at random and luck.
Being able to choose between calling and forfeiting can make all the difference between winning and losing, and I've seen from playthroughs that players who call every time have a much higher chance of losing vs players who only call when necessary.
Also, the hand you play does actually matter, because the opponent does try to 'adapt' to your play style in some ways. In the end, it is up to chance whether you win or lose, but that's not to say you can't learn a strategy to sway the chance in your favor.
It definitely could've used a better gameplay gimmick, but it's not complete luck either :)
I chose RPS specifically because it was chance, figured that it would be more scary. The problem was that it was too luck based, so when you failed, it didn't feel that impactful.
The call/forfeit mechanic does introduce a slight amount of skill (there are ways to play that increase your odds), which I felt was just enough to make deaths feel like a mixture of your fault and fate.
Man, lots to say about this one. The physics are a little too uncomfortable, with the gravity not meshing well with the environment, Enjoyed shooting snails and hopping over spikes, but was frustrating dying to stuff that felt like clunk, not error.
But I didn't care about none of that... I was dedicated to CRIMB!
Kept going up, wondering what the payoff would be. Did enjoy the handmade environment and variety in structure.
Then finally, I met the top, and met [spoiler]...
Saving grace right there. Made the whole CRIMB worth it. And then the plot twist!
Suddenly, it wasn't about CRIMBING anymore... it was about DRESCENDING?
... and that's where I stopped playing, cause i couldn't see the spikes below me, and couldn't react when I did due to the gravity. Did wait out the timer just to see what would happen, and was pleased that the mountain did not in fact explode.
Perhaps the true CRIMB was about the JROURNEY, not the REWRARD...
Player mechanics like stamina and movement options are awesome!
One thing I found puzzling were the hazards... they were clunky and appeared at strange times, often not posing any issue, except for the rocks falling, which got me almost every time. For a game called butterfly effect, I would have expected hazards that overlap in chaotic ways, but instead they were independent and had no cohesion.