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A jam submission

Critical Mass : Power OverloadView game page

A fast-paced, ultra-satisfying and rewarding pinball-inspired hack ‘n’ slash and bullet hell set in the atomic realm
Submitted by Kiapigeon (@KDT_off) — 1 hour, 23 minutes before the deadline
Rated by 6 people so far
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Critical Mass : Power Overload's itch.io page

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How does your game represent "Power"?
The atomic power is at the same time what makes you strong and your life. Everything in the game gravitates around it. And as it goes down in the time, you also have to not run out of power.

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Comments

Submitted

I had a blast with this one! Moving around smashing into enemies had the perfect oomph to it. The laser noise did scare the shit out of me though. Waiting for level 4.

Submitted

Really satisfying game play! Ping-ponging between enemies and the walls never gets old. I really like this one!

Submitted

Unbelievably polished and satisfying gameplay. What more could you want! I have no notes. I especially loved the sound effects. 

Submitted(+1)

Reminded me of pinball, and the gameplay was very satisfying. Loved the visuals too.

Submitted(+1)

There was 100% a rewarding feeling whenever I killed an enemy, but at times the gameplay felt a little slow, and I had no clue what was going on. You went overboard on the visuals for sure, but in a sort of good way. Sometimes it was a little too much but other times it also made the game feel awesome.

One small thing is that the best strategy I found was just spam clicking everywhere, and then just getting enemies by chance. It works wayyy too well and I feel like it sucks all the fun out of the game since you just kind of stop thinking, although chaining enemies like how you suggested in the beginning (tutorial thing?) could be a bit frustrating so just spamming everywhere was also a bit of a solution to that.

Developer

If the gameplay felt a bit slow, that's normal. What’s not normal, however, is that I forgot to explain the basic mechanics in the tutorial 😐: more power (electrons and protons) and more combo (damage dealt is limited by damage received) result in more speed, which can also be increased through bouncing or spam-clicking. I probably should have made this clearer—especially since the idea that being heavier makes you faster is, I admit, quite counterintuitive🤔.

The game balance is also, of course, far from perfect. But in fact, the spam-clicking strategy was intentional. However, I only fully realized it while working on levels 2 and 3, which explains the large number of projectiles, enemies capable of dodging, and many other ways to punish spam-clicking in these areas. That said, in level 1 and part of level 2, brute forcing works far too well, and I couldn't find a way to limit it without making the early game too punishing🤦…

Thanks for the feedback! I'm glad to hear that the feeling of power is at least present😹. This will definitely be useful if I ever find the motivation to revisit the game—or for future projects! 👍

Developer (1 edit)

I think this is a bit more interesting than the blurry screenshots. 🤣

Submitted(+1)

absolutely insane visual quality, very satisfying gameplay, amazing theme interpretation. Reminded me a bit of diep io, except you play as a crazy lunatic with collision damage (the absence of attack cooldown probably fueled that)

Developer

Thank you, that means a lot! I really went all-in on the power fantasy, and I wasn’t sure if I loved it because I'd been working non-stop on it for a week or if it was actually cool. Glad I could put something interesting out there (even though I’m still bummed about the soundtrack—I was so excited to make it 😔).

Your game also caught my eye in the submissions list, and if I weren’t stuck on a potato PC right now, I’d be playing it already. Anyway, best of luck! 🍀

P.S.: The resemblance to Diep.io wasn’t intentional, but yeah, it does look pretty similar—and I’m not mad about it! 😆