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Normality's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best Audio | #2 | 3.571 | 3.571 |
Most Good Looking | #9 | 3.286 | 3.286 |
Community Favorite | #11 | 2.429 | 2.429 |
Best Solo Entry | #11 | 2.714 | 2.714 |
Best Use of Theme | #13 | 2.571 | 2.571 |
Most Polished | #14 | 2.286 | 2.286 |
Comedy Award for Funny | #15 | 1.429 | 1.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is stylish as all-get-out. The music starts a bit excessively abrasive, but after that it's bumping and harks back to CoLD SToRAgE and the wipeout games and more generally 90s EDM stuff. The game itself is hard as hell and I'm bad at it. The momentum of shifting momentum is extremely long lasting and difficult to manage, and slowing down time doesn't seem to make it any simpler, just slower and easier to not recognize just how hard you're throwing the ship when maneuvering. I did play it for a good 15 minutes with basically no progress just to see and hear it though, so you know, hell yeah and all that.
I'm glad you liked it, and thank you for your feedback!
Unfortunately, with the time shift mechanic, I did tend to see that a lot of players found the most success with it only when they learned to use it in incredibly small doses for otherwise impossible angular adjustments or when they played through entire obstacles with it engaged. What this told me was that there were two ginormous hills in the difficulty curve and leveling them out would not be easy, especially since the mechanic was meant to work as a training mechanism / not necessary at higher skill levels. There wasn't a natural progression that taught people to use the time shift at the beginning and then again at the end of their maneuver to make the best use of it.
I made some changes to the game, and I outline those differences as well as how you could get in touch to get a copy of that new version I worked the last extra month on in my response to a different post. I'd like to see your feedback on the newer version, or if you could find a tuning config more engaging than the one shipped, especially because wipeout, 90s EDM-inspired stuff, and early 2000s flash games were exactly where I was picturing this game being made as I designed it.
As for the intro, I understand that the beginning is a bit jarring, but, I had opted to keep it for a few reasons:
I understand it is not a popular choice, and that it is hard to justify to anyone other than myself, but I figured I could at least explain shed some light as to why I made that decision. I am very proud that despite people feeling as though the game was screaming at them, they were still able to see the artistic merit in it, and that the game still got 2nd best audio.
I actually really dig everything about this game - I love the aesthetic, the music is rad, the sound design is spot on. It's all great... except I have absolutely no idea how to really play it and every time I try it totally kicks my ass. It's really easy to irrecoverably oversteer, or, understeer - the controls feel almost numb. Re the theme use, the 60 seconds of slowmo? If you only use it in small doses, you don't really notice that it has a limit until it's all gone - and it could as easily be 40 seconds, or 75, it doesn't seem like it makes any big statement. Plus it's a limited resource so, a lot of people are at first going to avoid leaning on it, and you're going to rely on the rest of the game to feel fun to hook those people.
And, unfortunately, although it genuinely seems like there's some deeper & enjoyable gameplay to be found here, it pushes a new player away reaaaal hard, almost right away. I really do feel like everything that's here is solid, but, it only has the weird 'expert' mode that you're supposed to get after beating the regular game 5 times or something.
Hey there, thanks for the feedback! I'm glad you liked the presentation!
What I noticed was that the common problem, not having enough time to preempt certain obstacles was causing this over-steering and when people weren't able to react in time or missed their target they were more likely to mention something about the steering. So I made two changes to it , which involve a new camera mode to see things from further away and at an angle which places the ship further to the left on-screen; the second change I made was adding a 1:1 steering option for people that wanted to control the angle of their fins directly all the time rather than rely on the auto-leveling flight mechanics. (I still recommend you keep these on during flight.)
The time limit mechanic I haven't done anything with but depending on the feedback for the new version which I think nails a majority of the difficulty concerns I have plans for what I can do to make that more engaging. It seems counter-intuitive but ultimately I wanted players to use the scarcity mindset regarding the special meter so that they were driven to improve so that their runs did not repeatedly end the moment they ran out, thus keeping it for the parts they recognized as having given them more trouble than the rest. (I can't make it more relevant to the theme without shutting the door on other things I wanted to do with the game, but the cap is staying at 60 by default.) The new version of the game is only available commercially as part of a collection of other jam games I work on when I have time. I ended up spending the better part of this month flying blind trying to fix things before I got your more pointed feedback, and since I'd really like it if you could try the new one and let me know if I changed it for the better or if there are newer problems, I'd like to give you a key for free, just DM me on discord (@EntranceJew#6969) or on Twitter (@EntranceJew) and I'll get that to you.
For reference, my design goals were to make a tough arcadey quarter-muncher style game that you could fail forward quickly and learn gradually how to best utilize the nuances of the simple controls but the nuance to skill ratio was really hard to penetrate with a meaningful change to the tuning alone, considering there were already so many variables and factors preventing things from getting even worse for the player while still capturing the really tactile and physical feel of the ship's movement.