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BTOD's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #194 | 2.867 | 2.867 |
Overall | #198 | 3.000 | 3.000 |
Audio | #202 | 2.867 | 2.867 |
Graphics | #228 | 2.933 | 2.933 |
Innovation | #249 | 2.533 | 2.533 |
Theme interpretation | #265 | 2.733 | 2.733 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL:
https://github.com/Zyko0/GameOff2021
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Comments
Nice game, I enjoyed trying it, the "bugs" make the game more and more varied and interesting.
Well done!
I don't know much about the tools you've used to create this game, but as soon as I've read "Ray marching" and "Signed distance fields in shaders", I assume you did some hefty software engineering with this small project, and I am impressed by that!
The game itself, looks pretty, the sounds are of good quality (especially the music tracks), and the gameplay was easy to learn, yet hard to master. The only minor issue I've had, is that sometimes the walls were generated in such way, that I could not evade them fast enough (tho, that might be because I haven't played this game long enough). I also think, that the "Perfect step" mode, should be the default moving scheme, with maybe some smooth transitions in between columns.
I'd say that's a pretty solid endless runner, and it's a great entry as a whole!
(On a side note, I could also say that this game made me feel oddly nostalgic for some reason. Perhaps it reminds me of the old flash games that used to have experimental 3D pseudo graphics or something...)
Thank you very much for playing !
I can't say I've been engineering, I'm still very newbie to these techniques, I just hacked around and quoted them at the end haha !
I agree with the balancing, I got a bit lost, this is why I introduced the "perfect step" mode in order to make it easier, smooth transition for it is a great idea !
Thanks again, I really appreciate your feedback ! (happy if I brought nostalgia :D)
(also, sorry for my late reply)
Had a lot of fun playing this!! love the idea of having the roguelike powerups be the opposite haha, got hard super quick. Great work!
Really good! Simple core mechanic you added something on top of to make it 'glitch-like' and built around, worked very well. Very nice visuals and music fits..
But I do have some feedback.
Cards like weird gravity, camera and circular were really the game's most fun stuff to deal with, despite the fact circular is very hard, even frustrating, the challenge made sense. Maybe cards like harder blocks shouldn't even exist in my opinion, only if this was a much bigger game; and you could try to design only cards that change the game mechanically and that you actually have to play differently in order to succeed against unlike harder blocks, which almost always simply make the game harder. You probably wouldn't have had time for much else but if instead of having stuff like harder blocks seperate from the cards, like for example an upgrade screen that was instead a DOWNgrade screen, you get skill points every so often and you're forced to chose to put in: 'faster, take more damage or less max hearts, etc...' but that might mess up the flow since it'd take even longer in between rounds but just a suggestion.
Which brings me to the second point, game progresses a little too quickly in general. Might've been better if you tried to put in mind that it could be more dragged out instead of packing up all the fun so tight together most players won't even experience everything.
Again, VERY good game! Polished to damn near perfection despite simplicity, everything works, even from a design standpoint. One of the most impressive in this jam for me, possibly number one depending on how long you spent on it.
(PS: Thanks for rating my game as well :D)
Thank you very much, I really appreciate ! :)
I completely agree with your feedback, I share the same feeling about my own game since mid-development.
I originally had way more "filler" cards, that I decided to omit from the final build (like less speed / move faster), I initially wanted to only keep cards changing mechanics/gameplay, but like you pointed I realized I was left with 3 cards basically haha
So I decided to keep a few "filler" cards here, because of my lack of new ideas near the end (scope changed a lot during development).
Yes, your second point makes a lot of sense too, I was kind of struggling between balance and design..
Thanks again ! :D
(P.S: your game is the one I spent the most time on so far, and still need to beat that last level)
Heh, yeah. I made that last level very difficult just to compensate that we only had 6. I'm satisfied with how it turned out :)
This makes me think, I have a proposition. I intend to do another game jam in a while, is there any chance you would be interested in working together?
Sure, why not ! Thank you for considering me haha
Though, I'm a bit shy about teaming up, as I'm still a newbie lacking standard skills I believe
This was my very first game developed in language Go with shaders only to generate the whole scene procedurally.
What I mean is that it was something very experimental (which is what I liked about it), and I'm not sure if I can transfer a lot of these skills to another game haha
Awesome! And well, I don't really know what you can do, I'm not expecting specific things from you, simply liked your work :) Let's figure out what we can do together!
DM my Discord: CH51#0897
Very unique genre selection for this theme, I couldnt make it far enough to exploit a bug unfortunately Ièm not especially good at endless runners.
I think one thing that would be cool is if the speed of the jump matched the speed of the left and right movement. The jump felt a bit slow and I think it could be very fun to use if it were a bit quicker and snappier.
Nice job putting this together and good luck with the jam!c:
Thank you for testing ! Unfortunate that you couldn't get past the first wave :/
Have you tried the second mode ? By enabling "Perfect step" in the menu (after pressing the S key) it might be easier to step between columns :)
Indeed, I'm sure the jump doesn't look right, I tried to make it match the ball speed, but it was falling back too fast, and required a lot of accuracy. Anyway, it should feel like it's not correct, because this is not a jump involving true physic, I just hacked a random function, it could definitely be improved, this is noted !
Really cool! I loved the "exploit a bug" feature to make it more difficult. Cool :)
Thank you ! I'm glad you liked it ! :)
not bad. keep going! gg!
Glitchy art fun. A free runner with a super pretty aesthetic. Was a little too hard for me but I loved how it looked and once you got into a rhythm it felt really nice.
Thank you ! Yes I got trapped with the speed balance after playing it too much haha