Very nice indeed, of course very chilled, but with enough of a challenge to make it interesting. Good job!
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Breathe In's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
SOUNDS | #48 | 3.771 | 3.771 |
INNOVATION | #82 | 3.771 | 3.771 |
OVERALL | #143 | 3.743 | 3.743 |
MUSIC | #169 | 3.486 | 3.486 |
THEME | #184 | 3.543 | 3.543 |
VISUALS | #249 | 3.686 | 3.686 |
DESIGN | #302 | 3.229 | 3.229 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I'm not sure if you recently updated this (could be my computer) but for some reason only a 1/4th of the game is showing when I go to play, i'm not sure if anyone else is having this problem.
oh, that's the zoom level of your browser, on most browsers it works at 100% zoom, but on Opera (that's the Mac one right?) it's a bit more akward. Try zooming in or out a bit or using the download version which locks the game size (I haven't figured out how to do that with the web build for a Godot game unfortunately)
The concept is really good, I thought it was very easy at first, until I lost, like twice, but I did it in the end so it's not that hard either. The visuals are good, the audio is pretty good, overall it's very good!
The game put my breathing in manual mode ha! I liked it, a side note, the in & out feels out of theme, probably a time cause.
Thanks :D
Yeah, it's a little bit due to time, and a bit due to inexperience with visuals, I'm a programmer first, everything else after, so I couldn't figure out what to do with the pick ups and decided to spend my time elsewhere. Definitely something I'd change if I could go back. (and will do after the Jam!)
Nice unique take on gameplay and the minimal style in both visuals and sound arevery satisfying, enjoyed those aspects a lot.
I initially found it quite hard to see what I was as the player (resulting in me failing the first round) and then found the movement quite hard to get into with it never quite landing where I wanted... but come to think of it perhaps that's part of the meditation challenge!
Thanks so much for your feedback and kind comments :)
I'm still undecided on what to do about the movement, some people like the driftiness (I'm one of them, it can feel very satisfying to wiz around when you get the hang of it) but others feel too out of control, and I don't blame them, if you feel like you have to battle your own controls then it's not good. So I'm having a big think about that! Glad you liked it :)
It's late so I'm leaving your game open on my screen so I can remember to try it tomorrow when I wake up :D
Great game! Love the minimalistic design and concept. The difficulty curve was perfect as well. Nice work!
I love the game. It would be amazing if you had a High score system. I would be very happy if you played my game.
Very cool game! The concept is innovative and super interesting, and the theme is nicely implemented. However the controls don't feel very nice, it looks like they are too smoothened. The graphics are simple but efficient, except for the IN and OUT icons which kinda feel out of place. Overall great experience!
I appreciate the feedback :)
Definitely agree about the pickups. I couldn't figure out what to do with them.
As for the movement, it's a bit divisive, some people really like it, others don't so I'm not sure. They used to be even more drifty but I tightened them up a bit. Maybe they could use a little more.
Thank you very much!
Great music and sounds!
Controls aren't that good. I see your point, you wanted it to be hard to dodge obstacles sometimes. But I think that high speed isn't the way to go in this situation, because it just bothers you when you just can't catch our breath in/out. I'd recomend to make this ball moving all the time, but lower the speed and let player control direction. In this way you really need to focus on your ball (and this is the whole idea around your game, right) to dodge obstacles, but you're still able to manuvere more freely. Also screen wraping would help a lot.
I didn't like that game gets harder after sometime. First of all, it's just too uncomfortable when you're moving on supersonic speed and can't see anything, Second of all, I just can't see a reason to make game harder with time. Just make it hard enough to be interesting from the start to the end. I loved the pace it had at the start or around one minute mark.
Also, meditation timer would significantly improve the experience.
Good game anyway! All that I said is minor things that you can improve. Visuals are nice.
One more thing I could recomend to you is to "control the chaos". I mean, make random a little less chaotic. It doesn't feel good when sometimes your breath in/out are on the different ends of the screen and one of them is blocked by one of the stressful words. Feels just unfair, so you can work on this stuff.
I've had reactions from both ends of the spectrum on the controls so it's hard to decide what's right with them. I think given time, they are fun to master and the smooth movement is very satisfying, but I also recognise that a 2 minute experience is not enough time for people to master the controls, so I totally get your point. I actually like the idea of constant movement, in fact when I play I rarely stand still (if you can call it standing :D)
The game getting harder just seemed like a given honestly, otherwise it would get boring if nothing changed for the whole session. But I guess that's also a matter of opinion.
I agree showing how long you have left to win probably would have been a good idea. I wanted to keep the UI minimal, but there could have been other ways to show this, maybe the balls flowing around the man could have started disappearing and when they all disappear you win or something like that.
Thanks a lot for your very detailed feedback, I really appreciate it :)
Very Cool! I loved the sound effects and background noise. It feels nice eventually getting the hang of the super slippery movement.
The words floating around are really nice, but the breathe in and out graphics look a little unpolished, but overall, really good submission. Had fun!
(also I don't like impact font but that's just my opinion)
thanks! Totally fair about the pickups, they certainly do stand out, and not in a good way. And fair about the font. I've never been any good with graphics and I know there is loads of room for improvement but I'm pretty proud of the overall look. If I update this post jam I'll definitely go for rounder pickups for starters.
Exactly the type of meditation I need after coding for a full week XD
Really like the minimalist approach :) The controls feel super tight. At first I was kind of distracted and thought I was supposed to gather as much gray blobs as possible instead of chasing the ins and outs. I would've like to see more things communicating how you're getting closer to a mindful state, maybe like some ripples appearing and going in and out as the session progresses? Wanting to see what effects show up next would give the player an additional incentive to stay alive. All in all solid entry
Good but very hard game. The increasing amount of stress I felt when the screen starts getting more and more filled with text and rushing over to breath in or out was the exact opposite of meditation (but you already said it was not a game for meditation, so I should have seen this coming).
Easy to control and very clear what to do from the start!
Thanks for the feedback! :) Yeah at first I kind of overlooked that the game might look like a meditation tool so I was getting similar feedback (i.e. I did not feel calm while playing!) so thought I should warn people upfront what they were getting into :D
Also, glad you like the controls and figured out what to do straight away. That's also something I had to tweak on feedback, had some complaints about unfair controls (they were very drifty originally) but I increased friction to give you more control and I think it worked out :) And the text that says WASD to move and Collect Me was added kind of last minute because I had a few people straight up ask me "How TF do you play this?!" after not clicking the How To Play (which at the time was labelled About)
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