Play piece of cringe
Found Noise's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Uncanny valley | #4 | 3.600 | 3.600 |
Frustration | #6 | 4.000 | 4.000 |
Bugs | #7 | 2.600 | 2.600 |
Overall | #8 | 3.086 | 3.086 |
Confusion | #10 | 3.800 | 3.800 |
Microtransactions | #10 | 1.600 | 1.600 |
Ear destruction | #13 | 3.000 | 3.000 |
Unfairness | #22 | 3.000 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I solemnly swear that I've made a bad game.
I swear I tried to make the worst game possible!
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Comments
My life will never be the same again
Fits the theme like a glove, playable and fair (except the menu) and still extremely frustrating, hell yea
Your idea is great and I think you could make it more confusing while keeping it's playability.
But in this jam I found out that it's really hard to make a game confusing yet playable. You did a nice job and made a really interesting game, but I think it could have been made more challenging for this specific jam.
BTW, well done :)
This one is really neat. I think it's the best use of the theme I've seen so far. The control method is incredibly awkward and frustrating to use, though I think it could be automated if I had enough time to waste on that.
Unfortunately after trying it once I was never able to get past the main menu with either option again... I'm not sure if this is a glitch, deliberate, or just very bad luck.
Well, the buttons in the main menu are randomised every time you launch the game: one quits it and another launches the game (so you can get there if you keep trying). I did it to build frustration before the game even starts, but thinking about removing it now, perhaps it was too much. Thanks for
playingsuffering!The problem with doing it randomly is that you can end up with long runs where you just can't start the game. I actually ran into this with my game- originally it had a 50% chance of not starting up. Then I got a run of 6 or 7 "crashes" and decided that it wasn't going to work. What I really wanted to implement was a limit to the run length but I didn't have time to do that so I ended up just reducing the probability to something like 10%, making a long run of failures much less likely.