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Franks Chaotic Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #523 | 3.000 | 3.000 |
Fun | #642 | 2.960 | 2.960 |
Theme | #774 | 2.840 | 2.840 |
Overall | #786 | 2.820 | 2.820 |
Game Design | #802 | 2.840 | 2.840 |
Graphics | #830 | 2.920 | 2.920 |
Innovation | #1016 | 2.360 | 2.360 |
Ranked from 25 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?
We have a gem that will give you either a special ability or a handicap. The randomness of what you get makes it feel chaotic.
Did you write all the code yourself and made all the assets from scratch?
All code was written from scratch. art and music were used from unity store or itch providers and credited.
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Comments
Haha, love the level going down when the time runs out.
I had a little bug where the continue button send me again and again in the game over screen so I had to start over.
And I could not reproduce all the time but sometimes, all the effects I had wore off once one effect finished.
Nice concept :)
Thank you for playing!
The level going down was actually part of us forgetting to set the physics correctly the first time around, so we figured why not have that happen when the timer runs out. You are the second one to mention the continue button. Sorry for the inconvenience. I think I know what is going on with it, but will have to wait until the end of the jam to address.
All of the affects are supposed to wear off when you change levels. I will test to see if I can reproduce this affect.
Thank you for the wonderful comments :)
Really fun game! I like the randomness aspect of the gems. It really fits the theme and is a fun mechanic as well!
Thanks for playing! I really liked creating those gems. I like randomness in my games, so the theme fit my creative side perfectly.
Other than the art cohesion problem from using art from many different styles and mixing them, Fun game. The timer made it so you had to get the gems in order to continue playing. The music you chose fit the game very well. The option to continue was great because it meant you didn't have to restart the whole thing. Overall, great game. The only thing holding it back is the art mixing. Good job!
Thanks for playing! The continue was added when we both said, "The game is too hard". There was originally no way to continue and instead you had to start from the beginning.
The movement is a little janky but otherwise this is fun to play. Good job!
thanks for playing! Yeah it’s a little slick on the movement, but it lets you get some momentum going which can be helpful if your on a run. We will probably add some traction in the next version.
Neat game, I didn't really get level 4 tho
Thanks for playing! level four was kind of my take on the end of levels on marioland for Gameboy where the good exit is up high and you have to take a special route to get there. We debated removing the spikes, but ultimately decided to keep them.
Such a cool and fun game. I really enjoyed playing it specially the different powerup parts. It takes hard work to pullout such a polished game in 7 days. keep it up :)
Thanks for playing! The powerups were my one of my favorite parts to code. There are 10 of them total. I also appreciate you saying it was polished. That means a lot.
momobkp! So glad you played dude. I really liked your game. Check you at the next jam!
Thank you very much. see you guys at the next game jam :)
It felt nice and polished for a game jam entry. Good job!
Thank you for playing!
That means a lot that you think it was polished.
This is a really good game. The art and music is cool and it was fun to play through. The game idea was cool and easy to understand :)
Thanks for playing!
We are glad you liked it.
This game is so cute! I love your interpretation of platform shooter, the sprites and art is so well done. I enjoyed this game a lot!
Thank you for playing our game!
We are really glad you enjoyed it. It was really fun coming up with different concepts for this game.
Great game, but the dying animation was painfuly slow for me!
PLS rate my game too - https://itch.io/jam/brackeys-6/rate/1168778
Thank you for playing!
Do you mean it played painfully slow? Or did it just feel like it took forever? Cause it should take almost 4 to 5 seconds.
The death animation was a neat concept. Omegasarius just took the fireball that Frank shoots and made it his death animation.
Heyo~
I think this is a really solid platformer, I had a lot of fun while playing it. I liked the risky element there was to picking up gems and how much it changed how the user must interact with levels.
I do have a couple suggestions. The first one is a pure style element, which is to allow the user to replay levels by walking through the portal in the game over screen. I took a little bit of issue with blackout, I don't think the effect is necessarily bad but I think it lasted too long and ended up being more frustrating than challenging. Finally, I think that the user could use an easy introduction or do with more visual clarity as when I encountered them for the first time I didn't know they were spikes and died.
Like I said, I think that your take on 'powerups' was really fresh and added a lot to the game and that it matched the theme in a fun way. Well done :)
Thanks for playing our game!
We appreciate your suggestions. I think after hearing all of the feedback on the blackout affect we may decrease the time after the jam. Thank you for your input on it also.
Allowing the user to walk through the portal to replay would have been a good addition. We chose to implement it this way because of a previous jam we did where some were confused on how to start the game. This time around we thought a button with continue on it was a little more straight forward than the arrow we used last time.
I think an introduction to all of the elements of the game in the beginning would have been great. I will keep this in mind for the next game jam.
thanks for your comments, level selection in the game over screen is a great idea, and as for the spikes I debated putting them on the description page by the portals but decided against it for some reason.
A nice little game. I like the addition of the gems which add risk on whether you should get it or not. Makes the gameplay very interesting. I also like your choice of art and music of the game. A good, fun little game overall. Good luck on the jam!
Thanks for playing!
A couple of our play testers would avoid the gems outright since the original design was only negative affects. After we added other beneficial affects they started to gram the gems more. Then we just made a couple of levels where you were forced to get gems.
Cool game, I would just like to jump with spacebar but thats not that important, pretty good game
Thanks for playing!
Some of our play testers thought that space should have been jump too.
Cool Game! I personally would jump with the Spacebar instead of shooting with it, but thats just personal preference :) Anyway cool game!
Thanks for playing! The spacebar was originally jump and click was to shoot. We moved away from that and set space as shoot and up or w as the jump. I am glad you liked it.
Fun little single screen platformer that reminds me of the Bubble Bobble series.
The levels are well designed.
I really appreciate the infinite continues.
It's a bit annoying that so many of the things I'd need to shoot are at awkward heights for which I have to very carefully time my attacks during certain parts of my jumps. The amount of precision required is possible, but it doesn't feel good. It would feel better if the apex of the jump matched the heights at which the player needs to attack. It would also help if the player's projectile was larger to be able to hit without being so precise in timing.
The blackout is a very annoying effect and I suggest it be removed, since it just stops the player from playing the game for a while.
Overall, the random benefits of the pickups aren't very useful, while the drawbacks may waste the player's time. That means I'd rather not ever touch the pickups, which is a pity because it's content created that the player doesn't want to experience. I suggest whenever the player gets a drawback, it should also gain a benefit, and make the benefits better so that player should usually want the pickups. Invincible and destroy enemies are the only benefits currently worth suffering a drawback for. If you don't want to go into creating better benefits, just pair every drawback with invincible or destroy.
One useful benefit to add would be spread shot, especially given how awkward it is to shoot targets at necessary elevations.
One effect that could be useful or harmful is slow fall.
The player seems to have trouble standing stably on the moving platforms, which may be realistic, but feels bad for this game.
Despite how many things I found annoying (in a bad way), I really did enjoy playing this.
Thanks for playing!
We appreciate the feedback. We are glad that you enjoyed the game. During the design we were trying to come up with as many random affects that we could think of. Originally they were all negatives. Destroy enemies and Invincible were then added. And then we added Freeze, Mass slow and Rapid fire. The point of blackout was to make you feel lost on the level and to run out the timer, and we thought this was a good chaos element. I think we can all agree that the affect lasts a tad long.
Cool game, but blackout is too long and sometimes I cant continue when i die. But overall a good game, good job!
Thanks for playing!
Very cool platformer, love the sfx and style. Not that chaotic to be honest but its still very fun. Great job!
Thanks for playing! I am glad you liked it.
Random effects are nice although blackout was too long for me haha. I can see this being very challenging if portals had more health and/or are spawned on more difficult to reach places. Then I would probably rely more on random effects instead of sometimes avoiding them. Overall nice one, well done!
Thanks for playing!
As you progress the game gets harder. During play testing we had to remove some portals and enemies because it was too difficult.
It plays nice but I wish there was a limit for maximum limit for enemies on screen. Random bonuses are fun.
Thanks for playing!
The only limiting factor was the amount of time on the screen. While we were play testing for balance Level 2 had an extra portal at the bottom and the portals would spawn enemies every 5 seconds.