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A jam submission

Factory ResetView game page

Rated by 18 people so far
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Play Cruel Simulation

Factory Reset's itch.io page

Rate this Cruel Simulation

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Game's Take on the Theme
Each level is a "spinoff", spinning movement for boss chracter seen in each theme, second level of game is a casino theme

Did your team make the majority of the art and music during the jam?
Yes, our team made all assets used for the jam.

If not, please link to any asset packs or resources used here.
N/A

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Comments

Submitted(+1)

Hello There!

Very good game! Rated! ;)

Excellent design!

Thank you if you visit and rate mine as well!

Keep it up!
All the best!

Submitted(+2)

Very cool art on the cutscenes but replacing some of those basic poly objects in the actual fight would be nice! Attacks need a bit more aoe to hit as well! Good entry though

Submitted(+5)

The art direction is really good, the cutscene artwork especially worked for me. The bosses' attacks feel very hard to avoid and block, but I liked that their patterns are pretty on theme.

Once you get used to the controls it's way better but the character's movement and attacks feel somewhat sluggish and I think the attack action is not completely related to the animation (I found out that you can spam it although the animation doesn't seem to follow).

Overall, nice job on the submission though! Great luck!

Developer

I really love how the art came out the artists did a great job all around I'm really impressed
The attack and damage are definitely not directly tied together, a side effect of how everything came together as the jam ended.   The numbers were tuned to spamming speed and you don't really want to re-balance that at 2am lol.  Thanks for playing btw!

Submitted(+5)

Great job guys! the music and sound is amazing as always and the combat is hard but engaging, the characters looks amazing with the VFX. Just a bit of feedback i dont know if it is intended or not but i would have added some ground collider so the player doesn’t fall off the platform and dies instantly other than that its awesome!

Developer

Technically a death plane is a collider right XD

We were originally going to have some platforming in the game, so falling off being a death state is in from that design thread.  I do want to keep that as a hazard, but having some practice staying on platforms before you've got to fight the boss could definitely make that challenge easier to react to.  I appreciate the feedback, and I'm glad you liked the game ^-^

Submitted (4 edits) (+3)

Not bad, I liked the music in the main menu the most I think. Some of my feedback:

- Blue screen joke was a bit overused. Yeah, it was funny the first time, but then - not much. So I would show it only one time, and then some kind of default game over screen. Because, imo, getting blue flash each time you die becomes kinda annoying. Also I think it kinda ruins some of the initial drama build up after the initial cutscene;

- Main character attack can be abused. Seems like it attacks much faster, if you spam left and right direction keys;

https://ibb.co/hx6SN5tb - got the bug, when boss was outside of arena and wasn't casting anything, dunno exactly why it happen.

Overall game felt a bit hard, but I guess because I wasn't used to not having any i-frames, so you kinda need to play very carefully.

Developer(+1)

Definitely a good point that the BSoD is pretty intense, maybe having it at a key story moment or as a rare option in a range of death screens would be more appropriate?  
I think the attack bug is with  how I coded the hitboxes - the attack spawns a hitbox cube, and the cube's OnTriggerEnter is what's actually dealing the damage.  So trigger another event, you get an extra hit.

I definitely appreciate the feedback on the combat and difficulty!  I'm going to be tuning it after the jam to be a bit more reactive - I'm definitely aiming for more on the difficult side, it's definitely going to take some more tuning, but I want to see how far I can push the boss  patterns while having them still be largely learnable.  I'm excited to see what I can do with it!

Submitted (3 edits)

Perhaps, though I think depends on what this story moment is. Like if it is some humorous moment - sure, why not.

I liked the boss's patterns, there are quite bunch of different attacks. I would add, that some attacks could have a bit better readabilitiy, like for example boss's close burst attack, which almost one shots you, so you would know when you should move away from the boss. Also iirc attack, with the balls rolling in a row, has some balls you can parry,  but it seemed like even if you parry it, side balls will still hit you, because your hitbox is big and you can't stay safely between 2 balls on sides. So like game baits you in the unwinnable situation. But maybe I should've position myself better.

Submitted(+3)

The blue screen was unexpected—well played! Overall, it's a fun little game, a bit rough around the edges, but still solid!

Great job! 

Developer(+1)

Ty so much I'm really happy with how it turned out ^-^   Needs a little refinement for sure, but I think we've got something here!  And the whole team did a good job tbh like it was an all-star team for real

Submitted(+4)

I finally got around to playing your game since you played ours! It has good music, the fights are fun, the controls are understandable, and the game gives you a Windows NT 6.2 bluescreen to go with losing lol. Good Game! I also really like doing music stuff as you can tell by the screw boss in Revolvum lol

Submitted(+5)

Cool game!  It was difficult figuring out where the boss was because of the perspective, but overall the game was pretty neat.  And the blue screen death made my heart skip a beat haha.

Developer(+1)

Oh gosh I hope your heart's ok >~<

I'm glad you enjoyed the game!!  Yeah the game could definitely use something to ground where the boss is, I'm thinking of adding a little circular shadow to help you judge position

Submitted(+5)

The art was really good. Good Job. I also enjoyed the music and sound effects. The menu music was so good. The controls were great too. I had a lot of fun.

Submitted(+8)

Wow, I got such a scare with that blue screen when you crash, hahaha. Congratulations on the project! The team, sound, music, art, and the game turned out really well.

Submitted(+8)

I gotta say, I opened the game a while ago and just stayed thinking about life while listening to the amazing menu music, trully beautifull and emotional, I almost cried lmao. Great Job :D

Developer (1 edit) (+2)

Thank you so much! 😭😭 I'm really happy the music connected with you that way!!

Submitted(+8)

I really liked how you did the bosses, and I really enjoyed the art style.

Submitted(+8)

I found the actual narrative behind the game to be really really compelling, and the way it's presented in the beginning had me quite gripped. Made me think of the possibility of a boss rush game that's text based, where the '"fights" involve Sev just interacting with people, trying to say the right things and realizing that being human is very hard and it requires a lot of consideration and effort. It wouldn't have been able to fit the theme, but I would've been really invested in an experimental narrative boss rush game like that. 

As for the actual game itself though, I did find the lack of hit feedback to affect the game quite a lot, tight feedback for all your actions really does wonders to make a game feel so much more satisfying to control without messing with your control scheme or system whatsoever. Thinks like a screen shake or different states for the boss and enemy when they're hit like stun or stagger states go a really long way. I found the consistent circular motif of the attacks to be really fun though, and after a while I got really really good at dodging them. The blue screen of death scared the absolute shit out of me

Developer(+2)

I'd definitely love to get some more combat feedback in!  The screenshake is a good suggestion, and we've got some impact particles the artists made that we just didn't have time to integrate under the deadline.  The BSoD was one of my joke features that the team liked enough to keep in actually, the game icon was also a team meme closeup shot of Sev XD

I'd honestly love to expand the narrative of the game, I think there's a lot of interesting things we could say in the context of Pinocchio and similar stories

Submitted(+7)

Some mechanics needs much more love, such as controlls. But there is something fun in thig game.

Developer(+3)

We definitely didn't get the controls quite where we wanted them to be, I'm glad you had fun though!  That's one of the things I'm definitely going to take another pass on after the jam ^-^