Play forgor 💀
Reisens Cleaning Dash's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #9 | 3.575 | 3.652 |
| Balance (Challenge and Fairness) | #10 | 3.192 | 3.261 |
| Concept | #12 | 3.873 | 3.957 |
| Visuals | #16 | 3.788 | 3.870 |
| Overall | #17 | 3.490 | 3.565 |
| Audio / Music | #22 | 3.065 | 3.130 |
| Story / Writing | #24 | 2.767 | 2.826 |
| Use of LGBTQ+ Themes | #31 | 2.298 | 2.348 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Kontsu
Streaming Permission
Yes
Leave a comment
Log in with itch.io to leave a comment.

Comments
Note: Many of my comments are written post-jam, reflecting what I saw during voting. Pardon the slow follow-up! ^.^;
Even though I only got through the first week during the voting period, I enjoyed a lot of what I saw here! The 3D platforming controls and mechanics are generally very intuitive.
I did notice that I occasionally (but rarely) snagged on random walls and floor sections. (Technically-ish speaking, I presume that Reisen didn't get any leniency set on how much she could "step" up tiny elevations.) Another, more severe, gameplay issue was that the game for some reason bugged out and crashed on stage 4, then booted me to a Week 2 without letting me go back to Week 1 to identify the cause... or see the scene. /o\
Otherwise, there is some good QoL implemented, as well as excellent overall polish! I can see that you built well on your formula from Amanojaku Scales. The level design is fun, and it's a good challenge to speedrun - and accessible to casual play.
The cute 3D style is also very promising, with smooth animations and textures. I enjoyed the song that was playing, and the short story sets the scene and runs with a fun scenario.Overall, it's a very competent game, quite unique, and fun to play! I'm definitely planning on playing through the rest when I can. Well done on this!
This game is pretty solid, I love the music and the movement is realllyyy smooth!!!
I didn't get to play the original release, I just soft locked myself once and played carefully around it. The music was catchy and it remind me to a very catchy electronic song which I cannot remember although it got tiresome rather quickly so I got to muted it and played with my own music which made it a pleasant experience (I wasn't able to change that on the settings.) And the game crashed when I try to play stage 4 so imagine that stage is being built right now.
As for the gameplay, for a jam is a neat idea but with a lot polishing I think the concept is a very interesting one for a top down movement puzzle collectathon. I think that for the first level the textures and backgrounds are very enjoyable but it becomes a little bit repetitive. However I would love to play something like this with improved movement like dash,more jumps and shortcuts along with interesting environtments. Although I understand a week is just to short for all those things D:
Favorite Part: Planning Around routes in order to get everything :3
The accident wasn't your fault.
3D! And it looks and sounds good.
I loved the reusing of the stages, not just as a jam tactic to make your game last longer, but playing through similar platforming challenges genuinely gives the player a sense of mastery over the game and it's quite satisfying.
That being said, the physics here is definitely a bit a weird. Like, I have no idea how to go fast, but Reisen seems to retain momentum when respawning from falling into a pit, so I used that for the longer jumps. I liked how open the level design is early on. There are things that feel like 'cheating' when you discover them in earlier weeks (like jumping on futons and vases) that I think are required for the later weeks? The puzzle aspect is nice.
Also, 2022 April 18? The concept of the exe crashing and renaming itself is interesting. How did you do it? Any hope of a linux version?
Also, switching to a different workspace permanently blacks out the screen for me (running through WINE on linux Mint). Made for a frustrating moments when I tried to figure out the controls and if there was an actual button for speeding up (I think there isn't, and the physics is just really weird with momentum retention after falling to death) and had to restart the level since I couldn't see anything.
For the record, each level took me about 10 minutes, on almost all weeks. A lot of fiddling around trying to build speed to make some of the jumps. So the game is long, but I think some more solid physics would have made it more fun to play. Not a bad game, though. One of the more interesting games this jam and I still haven't figured out the meaning of her.txt
"Access to the ZIP Folder is denied (Version 1.1). That's a new one lol
Oh Windows Defender is setting off a flag rip
Well, I was unable to clear stage 1 of week 4, even with exploits. I suppose I'll be giving my feedback now.
First off, it's always impressive to do a lot within one week with such a lean crew of one person. This isn't your first foray doing it and I imagine time constraints got to you this time more than some of your previous times. I do not know what it was like behind the scenes and can not imagine. That said, I can only comment on what's present, moving onto the feedback..
So, I'll admit, your concept definitely caught my eye but I suspect the game lacked some time it deserved. I ran into... more than a few bugs, from simple ones like the UI doesnt scale with my screen size, so when I full screen it everything gets fucked up and I can see menus I shouldnt be able to covering parts of my screen and that I can only open and close the pause menu once during gameplay. These do not prevent me from completing the game and did not hinder my experience. What did was that I found that a lot of the jumps in the game just... required a lot more than expected. If my dash clips a wall at 1 degree, I lose all my momentum, some blocks (on progression path) that look like they should be able to be jump-able or jump into dive-able were not. I do not know if this was a framerate locked to game logic bug or merely lacking time to test, but my fps is always locked to 60 anyway so Im unsure. This made what should be basic jumps much much harder. What also did not help is I would always respawn at the start if I fell. I'd suggest perhaps keeping track of last stable ground reisen is on so she can respawn there if she falls, helping some traversal at greater heights and reducing frustration from the already demanding jumps. I'm actually not sure if some of those later levels are even completable legit as I stopped being able to make some jumps as intended and had to start jumping up slopes in week 3 that were not supposed to be traversed like that and using the bug where jumping at a wall after hitting that wall resets your dash. These techniques helped me make it all the way to week 4 stage 1. There's a section there in stage 1 by the second futon where you have to jump up one block and then a second before doing a wrap around thing. Both of these jumps could not be done for me with a jump nor a jump into dash at peak jump with distance to ensure maximal height from the dash. I had to use the infinite dash exploit to dash between two walls hoping for necessary height. the first, an angle of 180 degrees, the second a rougher 90 degrees. Despite this successful climb I could not find a way to traverse around the bend safely. I was already making extensive progress relying on glitches to succeed and ran out of tricks. I can not imagine the execution requirements on keyboard. It is unfortunate that my run went like it did.
However, things are not all doom and gloom, as I had said, I love your concept and find both the 3d models themself cute (reisen is lovely) as well as finding how you framed each week's stage select on the main menu just... mmm... GOOD SHIT. lovely menu design. I wish I could of played a more polished version of this idea.
UPDATE: version 1.11 made me able to get to week 4 stage 3, but the new respawn mechanic marks ground you cant climb back up from (ei the rose table and lower section) as safe ground, making soft locks easy
week 4... this... I can not imagine doing this without a controller...
Will update when I finish, but this is... kind of frustrating to do without a last stable ground position saved. Respawning at level start whenever I miss any jump is pretty brutal, especially in week 2.