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A jam submission

Complexity ShiftView game page

Embark on a breakneck pace gauntlet against the beet root-stealing Skullbirds!
Submitted by Snek (@SnekOfSpice), Ænthroppe (@AENTHROPPE) — 7 minutes, 17 seconds before the deadline
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Complexity Shift's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#3203.2963.900
Theme#4713.2123.800
Graphics#5073.3814.000
Overall#6083.0003.550
Audio#7332.7043.200
Game Design#7762.7893.300
Fun#8442.6203.100

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does you game fit the theme?
We themed the world around complex numbers, which are a superset of real numbers

also, there are shadowed (aka non-real) versions of levels you shift between

Did you write all the code and made all the assets from scratch?
We sourced sfx from freesound.org, but the ost and all the code and visual assets are original work.

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Comments

Submitted

The art in this game is really cool. And something that could help make this better is a hit marker sound, just to know when I hit something. Good work!

Submitted

Super fun game! 5/5.

I loved it.

And congrats on making it  7 minutes and 17 seconds before the deadline haha. Madlads!

That being said, 

the game becomes soo much better once you get the hang  of it, and the first level might be the hardest level if you don't know what to do. Because in the beginning, you don't really know if your laser is actually hitting the enemy or not. I know this sounds weird lol, but I'd like just a tiny indicator to indicate that the enemy has actually been hit by my laser.

I loved the upgrade system. And I loved the fact that it makes me feel so powerful, and I can actually feel the upgrades that I've put, so great job  on that.

But also, putting too many points in damage kinda makes you too op xD.

You start smashing enemies like it's nothing, and it becomes  kind of too easy. I'm not saying I did not feel good doing that haha.

That's why in my 3rd playthrough, I only upgraded range and fire rate, and had fun with that too!

I also ran into some issues. If you die, or you finish the game, the end screen just blocks the view whenever you want to go again, So I just end up closing and re-opening the game.

I'm not sure about this opinion, but although the character design is nice, I can't really see it so much to actually appreciate it. maybe a little bit too many details?  idk, I still  don't know much about character design. Well done though.

Also, I like how I'm not the only one who used "i" in their game xD


Anyways, great job. 5/5 game. I loved it.

And the fact that you actually made me want to finish the game 3 times really says a lot about the game.

Developer(+1)

Thank you for the extensive feedback! We're glad you found it compelling enough for multiple playthroughs :3

Submitted

Pretty fun game. I really liked the leveling up mechanic, and the swapping between worlds. It took me a while to get a hang of the controls and mechanics but after that it was a good time. Good Job!

Submitted
Show post...

i don't like sets but still really enjoyed , and the concept was really creative, 

really great submission, Rated ;)

would u like to do the same 4 me? it'll be a great help https://itch.io/jam/brackeys-7/rate/1418965

Submitted

Rated!, animation wise is really great, and it's so juicy :D really nice game good job on this one!

will you help mine rate too?, I really appreciate every single one! Thanks! XD
https://itch.io/jam/brackeys-7/rate/1415313

Submitted(+1)

So Much Maaaattthhhh!!!!!!!!!!!!!!!!!

I like it!!!!!!!

 I just rated your game mind doing the same for me

Submitted

Good job on this one! As a former mathematics student, I really loved the use of set notation in the instructions, as well as the distinction between stats in each world being represented by real and imaginary numbers, respectively. I also thought having to switch between worlds to shoot enemies was neat.

Something I thought was a little confusing, though, was why I didn't have to eliminate all of the enemies in order to progress; being taken to the upgrade screen the Also, there didn't seem to be any indication that enemies were being hit; I think a recoil animation of some kind might do the trick.


Still, I love the concept, thought the music was fitting, and had a good time overall. Great work!

Developer

Thank you for the compliments!

We decided to spawn more enemies than needed to preserve the pace of the game; We didn't want the last few seconds of each level be a tedious search for the last enemy so we just constantly spawn enemies

Player feedback has been the biggest criticism and we agree on that, so thank you for chiming in with another opinion :)

Submitted

I say good chap, this game had me initially fairly confused, but that is my fault. After reading the instructions and the goal of the gameplay, I have gotten used and rather enjoyed myself trying to dodge the enemies by switching those intricute dimensions. I'd love to see more levels in the future, good show!

Developer(+1)

We love players that take the time to read instructions <3

Submitted

Nice game and great work on the assets, it fits well together !

As Shadowluck mentioned, it would be nice to have more hit registration, so that it is easier to know when an ennemy will be killed. I also had an issue with the sound saturating unfortunately.

The idea of including some roguelite elements was great too!

Great work and congrats !

Developer

Mixed feedback is what most people seem to feel with this game, but thank you for your positive focus <3

Submitted

Really interesting concept, loved the graphics. unfortunately there were too many enemies spawning in and they just took so long to kill and there was so little feedback when you hit them that it just made that part of the game much less enjoyable. I seriously love the concept, but as it is, it feels like i'm playing a bullet hell with a nerf gun.

Developer(+1)

Many of the numbers (like damage output, enemy spawn rate, enemy health, etc.) ended up being tested during a very narrow time window because of some unforseen setbacks during development, so we are aware that it ended up being not feeling too great because balancing is just time-intensive :c

Thank you for checking out our game tho and leaving feedback, I'm happy you enjoyed the concept!

Submitted

I have to start by saying, as a math geek, I love this concept. Using the imaginary numbers to represent your "it is not real" theme is beautiful. On top of that, being able to switch dimensions is very cool, and the art is badass. Flying around with the Blink power was cool too. Easily the best part is the aesthetic, the art is super cool and fits the theme of the game perfectly.

I only have a few issues: first, my gun doesn't actually seem to work, so I couldn't progress past the first level. My damage was 6 + 6i, so theoretically I should've been doing something, right? Let me know if I misunderstood. 

Also, after I die, I can't go back into the game - it keeps showing me the death screen, so I have to restart the game to try again. 

Last issue is the sound. I really like the background music, I think it fits the vibe perfectly, but for some reason there's a really grating sound that happens after playing for a few seconds. I think it might be from projectiles or me getting hit/hitting enemies, so not sure what the actual source is for it.

All in all, I think it could use a bit more tweaking, but it's easily the best concept I've seen so far. Let me know if you decide to flesh it out, I'd love to play it.

Developer

Love that you enjoyed the theme and art, fellow math geek :3

The issues you mentioned aren't unknown to us. Sadly we just had to rush in the last few hours of the jam to get some emergency fixes through, and so these smaller QoL bonusses like hit feedback and not-terminal bugs like not being able to go back into the game after dying just didn't fit within the timeframe

Thank you for your feedback tho! It's nice to hear that people vibe with the concept behind the game

From what I know, none of us have any concrete plans to work more on the game in the near future, simply because we might now have the time for that. For me it's because there's already like 2 games I wanna work on and that backlog just keeps increasing with more game jams <.>