Great idea. Sometimes I want to punch my computer, so I am glad I get to punch it in the game at least. Some levels were too hard for a noob like me.
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Hardcore Hardware's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity and Theme | #2 | 4.267 | 4.267 |
Visuals and Sound | #2 | 4.067 | 4.067 |
Overall | #5 | 3.756 | 3.756 |
Fun | #20 | 2.933 | 2.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This game is super cool! I love the hand drawn MS Paint aesthetic. I also love how creative the computer buttons and the game controls work together in progressing through the levels. I felt a good sense of accomplishment when I completed a level. It was difficult, but I think that is the point! Would love to see more of this game in the future.
Really love this game. The aesthetic was really well executed and the audio was top tier. The theme was quite well interpreted.
Really impressive how you all managed to create this in just a week. I loved the main menu and the starting scene, they were super well done.
Let's start with the positives. I really dig the aesthetic of the game. The Y2K aesthetic it got going on is cool and the song is a vibe. The mechanic of manipulating the computer to traverse the level is also a clever interpretation of the theme.
Unfortunately it's kinda frustrating to play. The platforming is clunky and working the controls of the PC at the same time is awkward. Even tho the levels is short its somewhat annoying to redo them over and over because of a missed jump or mistimed button press.
That said as a whole package this is still pretty great. I still had fun even if it was somewhat frustrating at times!
gotta to say i really REALLY like stfu so i appreciate the post. a part of me thinks i should have toned down the difficulty but I think it's part of its charm.
as for the multitasking, i had purposefully made it so you had to physically press the buttons to really drive home the idea that you're changing the pc and not just making platforms disappear and reappear. Imo if it was keybinds the game would have lost a bit of what made it cool. Still, maybe the game would have been better with keybinds but deadline's passed already and theres no changing it now.
once again... loved stfu and im still wondering how you stored the inputs to reuse on the clones bc i was thinking about it and im stumped.
I actually agree that there is a certain charm to having to press the PC buttons with the mouse. I just think the parts where you have to time the PC inputs with stuff that happens in "game" could have benefited from slightly more generous timing. Not a lot more i think it should be challenging but just a little bit to make it feel better. But like for a game jam game you all did an really impressive job with the game!
Also idk how Beetruth did it but he really did do fantastic work on our game even if my smol artist brain doesn't quite understand the code.
The way the time travel works is through a few scripts:
RecordedPlayerInput: A struct that contains 3 variables - Horizontal Input, Jump Input, Time Travel Input
TimeTravelRecorder: Component on the player. It has a RecordedPlayerInput list. A new element is added to that list every frame in FixedUpdate with the relevant inputs. When the player time travels, the script sends the list to the TimeTravelManager.
TimeTravelManager: Has all the copies of the player inputs and sends them to a player copy in Start.
PlayerCopy: Has a full list of RecordedPlayerInput that was sent from the TimeTravelManager in the Start function. Every fixed frame, the velocity is set according to the input of the current RecordedPlayerInput.
I don't know if I explained that well but hopefully it made a little sense.
Absolute banger of a visual style and music! The concept is also very creative! However, the gameplay is a little too frustrating for me to get really into. The malding factor wasn't something I'm really into, but there's a certain fanbase that's into that haha! Nice work!
The visuals and the innovation were great! Though the gameplay was frustrating and hard to play, the idea of new mechanics in specific levels and adjusting your brightness to reveal platforms or remove blockages was genius!
Great art and a very creative concept. Unfortunately it was really held back by the character controller. It took me over 5 minutes to get past the first level just because the character moved at an inconsistent speed and it didn't jump consistently when I pressed space. I'm not sure if this is due to low framerate or what, but it definitely had be malding a bit.
But trying to look past the character controller, you came up with a super cool concept. I imagine that the concept stemmed from those screens at the beginning of games that ask you to adjust your brightness. I'm glad you gave us the ability to pick whatever level we want, because the game is really hard o_o
And I LOVED the soundtrack. Not only does it fit my taste, but it also fit the game as well!
tqsm. maybe the problem with the jump is that its affected by how long you hold the button. holding it makes you jump much higher than when you tap it. theres also another 4 mechanics other than brightness introduced in the next levels such as stalling your pc to break your momentum, adjusting volume to change the strength of some forcefields and changing tabs to change the platforms mid jump
edit: and malding is most definitely an intended feature ;)
THIS IS ONE OF MY FAVORITES!!1! I enjoy it so much, I am very bad so I only reach until the 2º level, i dont know if that is a bug but I dont know, the graphics are so pretty, the music is good also, it is very creative and I like it ❤️❤️
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