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A jam submission

SHAPE UPView game page

Submitted by Jacob Herrera (@_jacobherrera), JamesWat, ardie01 — 30 minutes, 34 seconds before the deadline
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SHAPE UP's itch.io page

Results

CriteriaRankScore*Raw Score
SOUNDS / MUSIC#383.6883.688
USE OF THEME#523.5003.500
Overall#733.3233.323
CONTROLS#763.3133.313
BOSS DESIGN#963.1883.188
FUN#1023.1253.125
ART / VISUALS#1673.1253.125

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's take on the theme
In SHAPE UP, you exchange time for an advantage in combat. Players have the option to enter slow-motion or fast-motion, but doing so is not without consequence. As you play, the clock is always ticking down. If the clock reaches zero, you lose. Should you decide to use slow-motion, the clock will speed up. Should you decide to use fast-motion, the clock will slow down. Stay in slow-motion for too long and you’ll run out of time. Stay in fast-motion for too long and you’ll be quickly overwhelmed. In order to play most effectively you must maintain a careful balance of the two, saving time whenever (and however) you can.

Did your team create the vast majority of art and music during the game jam?
Yes. Some audio files are creative common.

Did your game use PlusMusic?
No

Did your game use Playroom?
No

Did your game use generative AI art?
No

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Comments

Submitted

Love it. The game looks (besides the simple shapes and geometry) and feels great, UI, music and filters you use create so distinctive and relaxing look of the game, that I couldn't fall in love with it.

But in the bosses there is a one problem that I want to address, bullet pickups. You NEED to make a way to restore bullets in another way then just step on them, maybe the sniper shot would restore some persent or magnet all the bullets in some range, but now you just neet to constantly jump like madman from the blue triangle, parry with no reward whatsoever orange shapes, dont get too close because this game(of course) has contact damage and watch you back because every shotgun shot can blast you onto the red lasers on the arena that rally hard to hear\see in the heat of battle AND pickup a small portion of bullets in those 2 seconds that you are on the ground, because if you stay longer - you screwed. And all off that with no room for any mistake. I know it's gotta be hard and challenging, but this is too much. 

But with fixes and little more content it would be so fun and cool game.

On of the best submissions, but really, really punishing.

Submitted

I enjoyed the game a lot until the boss. I have a lot of trouble with the green boss, I feel like it throws too much projectiles, and forces me to parry in a game where parry isn't very interesting, and at some point it throws that sort of blue triangle and I can't do anything about it, maybe I missed something.

If it was just about the platforming and shooting it would certainly be the best game I played to during this jam. It's a very good game overall.

Submitted

Very good game, I liked the movement and going fast.

Submitted

The core mechanic is so fun, amazing music, weirdly pretty visuals, great work on the movement as well, Good job.

Submitted

This game is really cool. I liked the controls and the music is really great too. I liked the effects too. I had a lot of fun playing this game. Great Job. I had a lot of fun. Your take on the theme is really creative.


If you are interested, could you please play my game. I would really appreciate it.

Submitted

Nice game, a really original take on the exchange mechanic. The controls felt nice, and the sound is great, amazing job!

Submitted

What a cool game, fantastic tutorial. Loved the aesthetic, reminded me of ZOOP! Never played an FPS like this, I found the parry a little inconsistent but that might have been a skill issue. 

Submitted (1 edit) (+1)

Oh man, this might be my favorite game of the jam. I spent a while bashing my head against the blue tetrahedron attack for the first boss, wondering if I should shoot it, parry it, dash through it, etc. The actual strategy of charge-shotting the ground to rocket yourself away from the missiles and blue tetrahedron while hitting the boss mid-air is the sickest thing I’ve ever done in an FPS. God what a rush. I wasn’t able to beat the second boss, but I got it low enough to use the rotating light pillars. Might come back later to finish it off.

The music is absolutely incredible too. The way it swells once you reach the farther parts of a boss is great. For the first boss, the part where the blue tetrahedron and the walls closing around the boss, forcing you to play entirely in the air, is sublime. Wow. And then, knowing that my max-charge shot does 12 damage, the moment where I chipped the boss down to 12 HP and lined up the final shot felt so damn good.

Amazing game. To be honest, I think I should have used the slow-mo more, I ended up not using it at all because of how amped up I was by the last portion of the first fight. I think it’s probably the key for the second fight, at least the later parts of the fight, but it was too tough for me for now.

Also the art style and the general vibe of the game is so good. Not sure how to describe it but everything fits together so well, like a 3D graphics demo on an old TV in the 80s but in a really cool way.

I really loved this game. The realization of all the mechanics working together during the final part of the first boss (charge-shotting the ground to evade attacks, dashing through the walls to get shots / shotgun blasts in, sniping the boss and rushing in to get my charge shot back so I could shoot the ground again) felt so good.

Seeing those same ideas reinforced by the second boss, forcing you to charge-shot jump into the air to avoid the spikes while parrying the lasers, so damn cool. Awesome job.

Submitted

Well done

Submitted (1 edit)

It was a very strange experience similar to the temperature of 39. Stupid, but I like the surrealism of the game.

//

I looked at the screenshots and most likely it's something with my PC. Heh, sorry.

Submitted

incredible game! the controls feel amazing and music and sound effects add a lot, its WAY too difficult for me though lol, i only beat the first boss on easy and the second phase of the second boss is just way to hard for me, i love this game though

Submitted(+1)

This game was a blast to play! The shotgun jump mechanic gave me serious Quake vibes and added a thrilling dimension to the gameplay. While the art style was cool, I did notice it was a bit blurry at times, which slightly detracted from the overall visual experience. The music, though subtle, added a nice touch to the atmosphere. Controls were responsive and well-designed, although I'll admit the plethora of abilities initially felt overwhelming. However, once I got the hang of it, it was a blast to experiment with them all. Your interpretation of the theme, with the time exchange mechanic to slow things down, was a clever twist that I thoroughly enjoyed. The tutorial was well laid out, but I would suggest making the first section require fewer hits to progress to the next stage, as it felt a bit drawn out. Despite these minor critiques, I had a fantastic time playing this game. Great job!

Developer(+1)

Thanks for the feedback! The controls were something we spent a lot of time refining, so I’m glad they held up. If we continue working on this after the jam, I’ll see about making the tutorial more streamlined. As for the crt blur, you can turn that off in the graphics settings.