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Full Control's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Determination: You clearly challenged yourself. Not an easy game to make. | #15 | 2.442 | 2.600 |
Personality/Narrative: Characters, dialogue, plot, and other story elements. | #17 | 1.315 | 1.400 |
Gameplay: The game is fun to play and engaging. | #17 | 1.628 | 1.733 |
Game Feel: Feels good to perform actions. Controls responsive and satisfying. | #17 | 1.440 | 1.533 |
Emotion / Mood: The game has an emotional impact. | #17 | 1.315 | 1.400 |
Environment: Art, level and enemy design, placement and pacing of challenges. | #17 | 1.691 | 1.800 |
Overall | #17 | 1.652 | 1.758 |
Originality: Your game presents very fully original concept. | #17 | 2.317 | 2.467 |
Theme: The game creatively uses the Jam’s Theme. | #18 | 1.065 | 1.133 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Sources Cited
from unity's third person core template i used the character models as well as the walls and flooring
Your Name (Required for CSC 355 Students only)
Grant Taucher
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Comments
The game was off theme and didn't have any clear objective. I was able to figure out the controls after some trial and error, but the lack of friction between the player and the ground made it impossible to walk other than by using some weird glitches such as holding w, which eventually makes you vibrate over to the enemy and kick them. Additionally some of the physics seemed bugged, as the player kept flying to the left and clipping out of bounds whenever I bent my knees.
The controls were very complex, and I don't think the game had much of a ruin theme. But it was still very unique. I managed to wiggle the character across the floor and land a punch on the opponent once before falling over, so I think that is a win.
I couldn't figure out the controls exactly but the game looked pretty well done and I was impressed with the leg control from what I played. not exactly sure how it plays into the theme but other than that good submission.
so my computer was unable to run this for some reason it kept whiteout windowing the program and i was forced to close it.
so my computer was unable to run this for some reason it kept whiteout windowing the program and i was forced to close it.
Unfortunately, I was not able to get this game to run on my machine
Was unable to play unfortunatly, tried to import to my own unity and was unable
I couldn't open and test it.
I think that this could be a good off direction game that's similar to QWOP but not exactly the same. I'm assuming this was supposed to be a QWOP version of a fighting sim but didn't quite get there in the end. Honestly I did find the movement of the models quite interesting and funny to interact with, just wish the objective was implemented better and the movement was quicker. Side note, not really sure how this was supposed to follow the theme at all.
I'm not sure what you need to do with this one. I did kick a man, which was fun.
Very interesting concept for a game, having to control all the different components of a dummy. Although the controls are something else. There not fluid with them being spread out across the keyboard, which makes it difficult to move, the movements also a bit slow. Once you hit the dummy it just falls over and is awkward to attack. I think it would have been a cool idea to implement this with some sort of platformer to make it extra hard.
The controls just did not feel good, I understand you were going for a game like QWOP, it just was not fluid at all, and it was off theme.
I was fighting myself more than the dummy.
Arms feel super slow maybe make them quicker :( best way to knock over the dummy was where I got the character to "slide" into it. Felt cheaty though.
Not sure what this has to do with the theme though.