On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Cerebellum TurmoilView game page

Get your mind together so you become stronger!
Submitted by Sfunk92 (@SethFunk4) — 16 minutes, 59 seconds before the deadline
Add to collection

Play game

Cerebellum Turmoil's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#1393.7503.750
Audio#1913.5503.550
Game Design#3633.4753.475
Overall#5523.2333.233
Graphics#5563.3753.375
Theme#10592.7002.700
Innovation#10872.5502.550

Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
The goal is to conquer each one of your emotions (sadness, anxiety, anger) so you become mentally stronger. The game is metaphoric, but still uses twin stick shooter mechanics to get the point across.

Did you write all the code yourself and made all the assets from scratch?
100% wrote the code from scratch. All assets were made from scratch as well from myself and my team members.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 20 to 1 of 29 · Previous page · First page
Submitted(+1)

Good game a little bit too easy and I think it lack variety of ennemies and usually bosses have unique ability they are not just bigger but I understand that in 1 week you doesn't had time to implement it.
And I had a great time so good job ! ;)

Submitted(+1)

Very fun game! Loved the little secret areas and the way you hinted at them. It feels like it is a bit easy for a twin stick shooter, there is more than enough health laying around and the enemies die relatively fast. I did like that the enemy bullets could be shot down.

The music and sound effects are really nice, they fit the game and their respective areas really well. The visuals are also great, the only thing I have an issue with for visibility is the camera that is centered a bit to the right of the character. It does change depending on where you are aiming which is nice, but just not enough for my feel. 

Overall, it's a nice game and can be expanded on really well!

Developer(+1)

Thanks for checking it out and leaving feedback! The camera issue is tough, because if you leave it dead center it takes away some of the game feel, maybe I should shorten up the range in which the camera travels but still move it to help indicate which direction you're aiming. And the game is definitely on the easier side. Especially the bosses.

Submitted

Game was fun, one think i don't like is camera, player is on the left side of screen so fighting with enemies on left side is less confortable 

Submitted

a really nice entry. Atmosphere is really on point(I really could feel myself shiver a little when the emotion title screen came up). Gameplay was nice and balanced (even though it was pretty easy), buuuut I think it honestly needs to add on a some interesting gamepaly mechanics to not just be a "generic shooter". Making the combat strongly reflect the emotion sounds super fun.

Submitted (1 edit) (+1)

Pretty interesting, the main gameplay of shooting and running worked really well

Some things I'd really like to see improved is the way the story is incorporated into the game, I didn't understand what was happening until I read the description you posted here, also I think the bosses are a bit too easy? when theyre in a corner you can just fire at them until they die hahah also the shake effects were a bit too heavy I think, i got a bit dizzy near the end...

Besides that I did enjoy the game, it's a simple fun twin stick shooter

Developer(+1)

Thank you for the solid feedback! 

I didn't get a chance to fully implement the story. The first level was entirely cut (wasn't fully finished) which would have explained how the story elements came into play.

The screen shake is a hard one to get figured out. I think maybe I should add an option to adjust the screen shake. I actually tested with a few people and 1 out of the 10 people who tried it got the same feeling as you. So definitely something to look into!

And the bosses are definitely needed to be improved. The knockback code was incorrect, and there movement wasn't optimized lol

But thank you again for taking time to review the game! It's always great to see feedback I can act upon.

Submitted(+1)

Fun little short game! I like how the artstyle and music changes in each area. There's some minor graphics that can be improved but it's pretty polished in general. Congrats for the team. Hope to see an improved version

Developer

Thank you for the feedback! And this game will definitely be improved upon!

Submitted (1 edit) (+1)

I liked the game it's fun and controls are really easy 

A couple of things about the game 
- The following to the theme seemed a bit unclear 
 - I found it quite easy as a person can hold the left mouse button and would have no worries throughout the game if they have decent dodging skills 
- Damn the red part seemed like the next part of game would be facing self harm 
-I liked the concept of huge monsters supposedly indicating the different levels of mental anguish faced by the protagonist it would have been better if there would be even more different sizes of monsters indicating the parts that hurt the protagonist the most
-I liked the fact bullets collided it was an unexpected mechanic
-In the second stage was the warping effect which caused lengthening of objects around the corners of the screen quite bugged me idk why
-The thing bugged me most was that cerebellum  isn't the thing that actually manages emotions it's technically the limbic system or atleast better would be cerebrum turmoil since limbic system is actually between the cerebral hemispheres

Developer

The theme was muddied by the fact I had to cut the first level/cutscene (I just didn't them completed). They were suppose to show you super powerful, and getting overwhelmed by a boss, fragmenting your mind, which is why you are taking on your emotions, to mentally make yourself stronger in return it boosts your physical skills! But sadly it wasn't fully implemented, so the missing story elements takes away from that.

I found the bob and weave technique worked very well. So it's a double edge sword. A person could literally just run through a game, but that could be good for speedrunners. And for people who like to take their time and take on enemies also get a decent challenge. Difficulties are always a pain to get right, and when play testing, for me the game gets so easy it's really hard to tell if something is easy or hard. But I did have others try it and it seemed to be okay-ish, but I fully agree that more tweaks would be beneficial here.

There were more enemy designs created by the artist and what we had planned, but again I overestimated how much time I would have to work on the game.

-I haven't fully figured out lens distortion or post-processing in general, so this will be updated accordingly!

-The title was meant to be cerebral turmoil but in my 2 day sleep deprived brain I called it cerebellum turmoil xD

Submitted(+1)

Fun game! Super simple and fun little dual stick survival shooter.

A couple of feedback items....
- I wish the bullets had a further reach, it felt odd that the projectile "died" out a few meters away from the player.
- The enemy projectile got a little lost in the art. I noticed I was getting hit more often that I thought. It would be nice if it has some particle trail or maybe a more obvious color... think like star wars laser blasters.... player is yellow, enemy could be red or orange... something obvious and different. Also some screen feedback for when the player is hit... like an red edge flash or something.
- I did not see where the theme came into this one. The game is fun, but I didn't see the "stronger together" aspect.

Good work overall. Solid submission!

Developer(+1)

Thanks for the great feedback!

-The bullet range was meant to be part of the story line. There was a bunch of cut content. I got a little ambitious lol The game was suppose to start off with you being super powerful, and you play through the first stage but then get completely overwhelmed by the boss. Which fragments your mind. So all you abilities are weak like the range of bullets, speed, special ability ect. So eventually putting your mind back together would result in you becoming overall stronger Abruptly being start off with weak abilities and no story element to fill the gaps does take away from this sadly :/ And I totally understand what if's don't count towards jam games, but it does apply to the updates afterwards! lol

And someone else mentioned they didn't see no feedback when getting hit. There is an animation that plays, but webgl version doesn't seem to play it very well. An additional lens effect what have helped with this as well!

-The style of bullets was also something I kept toying around with. I initially had large cartoonish sized bullets, but it didn't feel right with the game when testing it. So I made a judgment call to go with the smaller bullets, and it turned out that it was a bad call. Oh well, should be a fairly easy thing to fix!

This was all really good feedback. It helps a lot!

Submitted(+1)

I played the WebGL version on a Mac and found this to be a fun shooter. I tried choosing gamepad controls but my DualShock 4 controller didn’t seem to be working. So I ended up playing with a keyboard and found that the controls worked well, but I imagine the gamepad controls are even better.

The limited range of the weapon was a little frustrating since you can often see enemies across the screen and line up a shot only to have it fall short.

For the boss battles, you might consider reducing the knockback distance so that the boss stays on screen with the player.

Also, I enjoyed checking out your stream and appreciate you playing through our games and providing feedback. Thanks!

Developer

I was concerned about the dualshock usage. The new user input system seems to struggle with it. It's weird because I can get my ps4 controller to work fine  (I should mention my third party dual shock does not work fine, but my brand name Sony controller works perfectly), but that doesn't guarantee every type is supported correctly. But I will dig further into making sure more controller types work correctly. 

And I agree, the gamepad is much more fun to play in my opinion.

The limited bullet range was meant to be part of the story that I didn't get to implement.  So hopefully when I update this, this feels more cohesive and makes more sense!

The knockback on the bosses was kind of an accident. I copied my enemy knockback code, which utilized the enemies max potential velocity, and multiplied it with the vector pointing in the opposite direction. Since the bosses had higher velocities, it caused them to go flying around lol Honestly the result is pretty funny to see them going flying around. But it would be loads better to have appropriate boss reactions.

And I appreciate the feedback during the stream. I had fun playing your game and being able to ask questions while playing was nice!

Submitted(+1)

Yeah I thought it was strange that my Sony DualShock 4 didn’t work on your game, but it works on other games including my own. I don’t know if this helps, but you may want to check and see whether you are using the generic “Gamepad” controls for your input actions in Unity. I’ve found that option provides the best compatibility across multiple controllers.

Developer

That's what I am currently using. So I really won't know until I dig into it further. It could be how I'm calling the input. I believe I am using pass through values. But it's been a few days since I looked at the scripts lol

Submitted(+1)

This had really good game feel, from the music and sound effects to the particle effects to the screen warp. I appreciated that the bosses did not have some giant attack that was hard to dodge. Good message but I did not feel like it came across that well in the game. I think you should lean more into it and really make the levels feel unique in a way where you are conquering your emotions. Maybe instead of buffs, each level gives you debuffs and then some buff at the end. For example, maybe anxiety makes you slower but if you get past the level you get faster than you initially were.

Developer(+1)

It's like you were reading my mind lol The intention was to push heavier into the story element and make the gameplay mechanics reflect that. I didn't get to add the intro, but you would start of in a typical twin stick shooter, super over powered, but then you'd get overpowered at the end of the level. Causing your mind to fragment into the different levels. Each level would be conquering those emotions you felt, regaining your abilities, and eventually taking on the first level again, but this time conquering it since your emotions are in check. It was pretty ambitious for a week lol

Submitted(+1)

I'm not gonna lie, as soon as I start the game I can already tell it is going to be amazing and well.. I'm absolutely right. This is one of those game that is too good where it comes to the point that you trying to find its flaws. That is just how amazes I am right now. Nice work! :D

Developer

Thanks for playing it! We appreciate the kind words!

Submitted(+1)

Really good level design with a beautiful message behind it

Developer

Hey, thanks for trying it out!

Submitted(+1)

A fun beginning. I especially liked the fish-eye effect for part 2!

The art reminded me strangely of old gameboy games, but with more pixels haha.

I would see more mechanics linked to the upgrades, like some enemies you cannot kill if you don't have the range.

Three points, to say I made a useful comment:

- I really like the possibility of going back to Menu or quitting the game properly, so imo it would really be cool to add those buttons somewhere :)

- It would be better to have something saying you player was hit, like a sound, a knock-back, having the sprite twinkling... something.

- At the end screen, saying to be continued, you can still move on the back, or at least shoot. And sometimes you can trigger the end screen animation again, which leads to have both texts on top of each other. I don't know if you knew about that :)


Well done :)

Developer(+1)

Thank you for trying it! 

Sadly I just didn't have enough time to implement the menu system in game. That was going to be a main feature, which would have allowed the player to tweak the volumes and player controls midgame. 

There is feedback for the player when they get hit. The webGL version just plays the animation very quickly/not consistently lol. But when you get hit, the player does like a surprise face with his arms going up and the baseball cap popping off his head. You also have invincibility frames during that time.

And it's not surprising you can still move and what not after the game ends, I implemented that in the last hour and didn't bother removing player controls lol.  But thanks you for pointing this out. I should have made that a small secret for players to find something else xD

Submitted(+1)

I understand perfectly your points haha. Game Jam are hard on timing.

I did not noticed the animation when you get hit! And did not get hit enough to feel the invincibility frames haha :p But if it is there, there is would take its sense when needed, so all good :)

I am not gonna lie, I searched a bit, trying to see if I could have a reward or something ;) All I got was the text bug alas hahaha

Developer(+1)

Such a missed opportunity not putting in a secret there! Oh well. But i'll definitely check your game out as well!

Submitted

Be my guest :)

Submitted(+1)

Superb level-design and a good job on introducing the player to the game. It could have used a little bit more polishing (like the gun rotating around the player and not inside it? :D) , but i think its a really good submission! 

Developer

I appreciate you checking it out! The game definitely had some missing elements to it. Sadly I just over scoped and thought I would have more time to work on it. But overall I am still happy with this project! 

Submitted(+2)

Honestly, I loved everything about this and would love to see more! I had so much fun playing this! The gameplay is smooth. The pixel art is great and the music... The music is my favourite part! Over all you just did such a good job with this so well done! Can't wait to see where this goes! 

It would be cool if you could check out my game too and give it a rating. https://itch.io/jam/brackeys-5/rate/925013

Developer(+1)

Thanks for checking this out. The team appreciates the kind words! I agree, the music is my favorite part to. You should check out the musicians who helped with it.

Seb Boulton: Soundcloud: https://soundcloud.com/sebdude198

Edie Evans: https://soundcloud.com/plantpotu

And another music game I found in the jam is called Demon Clef, a real hidden gem.

Submitted(+1)

cool game! I like the gameplay a lot and the metaphoric take on the theme is unique in itself! The controls feel really good & the enemies spawn rate & speed is perfect! Not too hard, but not too easy either!

I'm not a huge fan of the art style. The effects are great! (particle effects when shooting, fish eye effect, etc.) but I don't think the art style or color palette fits with this idea that you're "inside your mind" battling heavy emotions (sadness, anxiety, etc.). For example, obviously, blue is sadness...but it still seemed too bright and cartoony in my opinion. But other than that, this was a great submission!

I'd appreciate it if you could play/rate my game as well! :)

Developer(+1)

I'll check it out today in about 4 hours!

I'll be streaming it:

Submitted(+1)

I’ll tune in for sure! Thanks so much! Hope my game doesn’t totally embarrass me lol!

Developer(+1)

No need to feel embarrassed lol The game was solid overall. Thank you for sharing it! I'll put a real review/comment on it tomorro!

Submitted(+1)

Really good game, I really liked the music, atmosphere, the art, everything! The only thing that bothered me is that the gun would go upside down when I pointed it left, which is kinda weird, but apart from that, really good!

Developer

I appreciate the feedback. And I agree about the gun sprite. I didn't even think about controlling the sprite flipping while playtesting with placeholder sprites lol

Submitted(+1)

Fun game! I liked your take on the theme, very creative, and the visual effects within the different areas were neat.

Developer

Thank you for trying it! I'm glad you noticed the different effects! The lens distortion technique almost crushed my soul trying to figure it out xD lo

Submitted(+1)

I like the message / story and the metaphor comes across well. It reminds me of Inside Out kind of situation (but with shooting lol).

I like the music too! And I thought the screen effect on the Anxiety screen was very cool, really immersed me in the feeling you were trying to convey.

Thanks for sharing!!

Developer(+1)

I appreciate you checking it out! And that screen effect took me way longer to figure out than i'd like to admit lol. But If you use unity, you need to use either URP or HDRP and install the post processing package. Then using a global volume, you can add whatever effect they have available (I used lens distortion!)

Submitted

Awesome! Glad to see it all come together :)

Submitted(+1)

The music is pretty awesome, the animations and particle effects are very nicely done. I just felt a little sad for those ghosts.

Developer(+1)

Thank you for checking the game out! And the enemies were cute, so it is a shame to have to fight them (you could technically make it through the game with out fighting anyone except the big bosses!)

Viewing comments 20 to 1 of 29 · Previous page · First page