great, and I love the control, its easy to learn the game! Hows mine?
Play game
Press For Chaos's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #71 | 3.962 | 3.962 |
Fun | #223 | 3.500 | 3.500 |
Overall | #240 | 3.458 | 3.458 |
Audio | #259 | 3.365 | 3.365 |
Innovation | #317 | 3.327 | 3.327 |
Game Design | #351 | 3.385 | 3.385 |
Graphics | #615 | 3.212 | 3.212 |
Ranked from 52 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?
There's a Chaos button, and when you press it, a random event occurs.
Did you write all the code yourself and made all the assets from scratch?
I wrote all the code myself, I soured the assets from the internet gathering CC0 style assets.
Comments
I loved the chaos button, something about the randomisation is very exciting! I enjoyed streaming this because of the fun gameplay and the moments of humour. Graphics and sound are ofc simple, but they worked well :)
Nice work. The little mermaid reference was great! I thought it fit the theme nicely. Click the button and you never know what will happen. Good work.
Check us out too!
https://itch.io/jam/brackeys-6/rate/1177113?after=20#post-4459974
Nice work. The little mermaid reference was great! I thought it fit the theme nicely. Click the button and you never know what will happen. Good work.
Check us out too!
https://itch.io/jam/brackeys-6/rate/1177113?after=20#post-4459974
Thanks :). It's ok, the cows and other cute animals are all going to the magical happy fun farm,... I think,..
I took some time figuring out the audio mixer, and hooking that into the settings with sliders. A must have option i've discovered from previous games when i've made music to high :P. But i didn't get chance to balance the sounds as a whole.
thanks for playing, and feeding back, much appreciated.
The game is really fun. I like when you press the button, something will happen and after a few moments later there will be chaos. really fits the theme.
I really like the idea!! The events are truly randomized right? I like the graphics and how useful can be the button in times, great job!
1 in 4 chance of different Types of effect
One is to do with shields and health, another to do with the weapon (speed and damage), third to do with rock/projectile sizes, fourth to do with world.
Each type of event has a few different things that could happen in it.
in trying to balance getting the player to push it, the frequency of the projectiles increases until you press the button, they all explode and they start at their initial pace again.
Glad you enjoyed it, and liked the graphics :). Think i need to get a 2D artists help next time as i'm just grabbing free assets at the moment, but i do enjoy bringing them together and hunting down what i'm after :).
Thanks for feeding back, I appreciate it!
Cool game idea, man! Liked the gameplay and the button presses... kinda wish you could press it more frequently tho.
Definitely impressive for a solo dev. Nice work! :)
button push frequency came down to balancing game mechanics.
The reason to push it, was that it blew up all the projectiles flying towards you (which ramp up in frequency, which gets reset when you push).
Reason NOT to push it,.. became it not being on yet :P, otherwise you'd press it far to often just to change weapon again or something.
Not saying i got it perfect, i change about settings quite a bit play testing, and most of all I'm really grateful that you WANT to press it more, as that meant it was offering something exciting and interesting to the player.
Thanks a lot for the feedback, I really appreciate it!
WOW! Great game! I thought at first you would press a button and it would do something chaotic but it was a top own shooter mixed with a clicker mixed with a leveled game! Great job! I have never seen anything like this before! This is probably my favorite game from the jam I have played so far!
Actually Really satisfying to play(Especially when the rocks smash)
But In the preview, I saw an underwater part (how come it isn't in the game?)
Cool Game!
Keep pressing that Chaos button :D.
1 in 4 chance of different Types of effect. One of them 4 chances is changing the world.
(one is to do with shields and health, another to do with the weapon, and the other to do with rock sizes).
Each type of event has a few different things that could happen in it.
It's Chaos!
Whack the button again and see if you can go,.. Under the sea,.. :) (fun note to read there to :P)
Good luck Chaos Presser!
Chaos button did the part well. I thought There would 1 level but there was more to come. Nice job done
The animal part caught me offguard :D Definetly you have a really cool concept a CHAOS BUTTON!
I loved the friends notes they are definetly a good way of giving tutorial !
So my biggest letdown was the enviroment changes. There is almost no diffrence between shooting animals astroids or mines it feels like a wasted opportunity. I would like to see some gameplay changes that way you can keep the player more engaged :]
The most important thing in this game is the chaos button but the game doesnt force you in anyway to press it :/ there should be consequences of not pressing the button.
Other than these issues i think you made an amazing game ! I would like to play again if you decide to work on it :D Nice work !
Yeah i wanted to make the worlds more different, but time became an issue, so it became out of scope for me. Been gathering ideas over the last couple of days for how I might do that :).
The spawn rate of the asteroids/etc increase over the course of each level, so you WILL have to hit that button to clear them out eventually. The trouble is when you do, the timescale gets quicker, so the game speeds up a little (and I extended the button ready delay a little each time to).
Thanks for playing, glad you enjoyed sending cute animals to the farm :D. And glad you liked the "notes" to :).
like the game but the design is kinda dull and boring and i like the boost up effect in this game
Hey Morgan! Great submission!
When I read your core concept, I was like "oh no, this sounds like not all that glitters is gold all over again" with unknown randoms that you're forced to interact with. But I should have known better! You take the concept of the unknown, put it into knowable patterns, then challenge the player to adapt to the possibilities. Well done! I'm glad I gave it a second go or I wouldn't have had the chance to help giant small animals find their way home ;)
On the matter of the rotation speed that other folks are mentioning - I also thought it was a tad slow and thought about your choice there. I think the slow rotation speed forces players to hit the button for frequently. Even after all the "SHOULD YOU HIT THE BUTTON?!" build-up, the answer is ultimately, "yes". The designer wants you to hit the button. And that slow turn speed forces reluctant players to engage with the core mechanic. But also... it sounds like your playtesting went fine. Any chance your rotation speed wasn't framerate independent and the slower framerate on webGL messed with your intended experience?
Just had to go check re: rotation, but it is eventually multiplied by Time.Deltatime. But good thought!
I've played it on here to, and it still feels right. Think it's just going to be one of those things that It felt right to me because I've been playing with it from the start. Ship can do a 180 in less than half a second or something, though being a Lerp, does ease into the finish which might be part of it. Could it be more to do with accuracy and shooting the enemies moving at the same time (in that you need to lead the shot sometimes to hit the rock going past, timing the speed of the shots with the movement)?
I'm glad you made it to Cute animal land :D. Thanks for playing and feeding back. Really appreciate it!
Really enjoyed the concept, and it was engaging enough for me to stick around until the end of the game, but it got old pretty fast. Despite the high variance in the gameplay, it never felt impactful enough to play noticeably differently, so it ended up with a samey kind of feel.
Really enjoyed the concept, and it was engaging enough for me to stick around until the end of the game, but it got old pretty fast. Despite the high variance in the gameplay, it never felt impactful enough to play noticeably differently, so it ended up with a samey kind of feel.
Really enjoyed the concept, and it was engaging enough for me to stick around until the end of the game, but it got old pretty fast. Despite the high variance in the gameplay, it never felt impactful enough to play noticeably differently, so it ended up with a samey kind of feel.
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