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A jam submission

SmolView game page

Scale based puzzle platformer game jam demo
Submitted by FoePawStudios, SpaceKittKatt — 4 hours, 3 minutes before the deadline
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Smol's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#943.4123.412
Theme interpretation#1243.5293.529
Graphics#2772.8242.824
Gameplay#2922.5292.529
Overall#3152.5882.588
Audio#4671.2941.294

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/FoePawStudios/GameOff_11_2023

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Comments

Submitted

Very fun game! I love the concept to control objects in this game.  

Submitted

Good concept but it could've been implemented a bit better. 

The controls were easy to get used to and scaling factor came in handy to get rid of the enemies.

The pixel art was pretty nice (the backgrounds could use little touch up).

Just messing around with physics was fun. I skipped certain parts of the level just by making the door a hoverboard .

It does need work though. Messing around with the physics was fun but sometimes the janky physics would cause me to lose progress. Some items would get stuck in the walls and sometimes trying to pick up the nearest object, the gun would just grab some random prop for other parts of the level. The character needs proper animation. The last thing would be sound, There was none. Even just having objects make a sound upon collision would have been great.

Submitted

This was so much fun! I got stuck on a gravity-resistant door :P Cool idea an execution.

Submitted

A really cool game, I found the idea very entertaining! ^^

Submitted

Nice one, I like the concept of being able to control objects, kinda like in halflife/garrys mod with the gravity gun :)

Submitted

I really like the resizing and fun little gravity mechanics especially being able to hover on objects! The only thing which i found a little jarring is the jump being very triangular in shape, other than that it was very fun! Well done!

Submitted

I know this would be a nightmare to code, because gravity guns enable manipulation of physics, and that often leaves to bugs and all kind of annoying things to fix. Although this game had some bugs like being able to push yourself with objects, jump with pulled objects, I had quite a bit of fun trying to bug myself into a wall, and trying to see what objects are best for infinity jumping hack XD. Might not be your intention but had fun when playing your game :D

Developer(+1)

yup, definitely something I had in mind, and I actually removed collisions with the player colliders while grabbing an object during one of the iterations of development, but at some point changes to collision layers reintroduced the ability to collide with grabbed objects and it never got fixed. 

I'm glad it made for some fun trying to break the game and I definitely used the glitch as a fun way to try and float around and levitate my way through the harder parts of the game!

Submitted

I had fun trying to use a door as a flying skateboard :D You can do that in my game too hehe

The game is fun. It's always hard to make physics based game (I'm in your team), so congrats for the result. With more time, it could be a very cool game

Developer

Thanks! 

I also loved trying to levitate on the doors too! 

I can't believe I removed it, accidentally re-introduced it, and it ended up being some of the most fun people had with the game. Serendipitous!

Submitted

Nice graphics and great idea. Unfortunately I didn’t get beyond the 2nd enemy.

Developer

Sorry about that, I would have liked to have had more time to go in and make the enemy shoot intentions and how to ragdoll them more obvious. 

Currently if you throw an object REALLY hard at them (40 units/s) they will ragdoll, but I wanted to encourage people using scaling (like throwing a small object like a grenade, then enlarging it), so if an object is enlarging and touches an enemy they instantly ragdoll and go flying away. 

I wish I could have explained that better through gameplay or tutorial, but there is never enough time!

Submitted

I like the idea, reminds me a bit of Portal or half-life, especially the big physics gun. The art is cute but I wish the player had some animation. The physics was a bit weird, but as someone who has tried to make a game with physics as part of the gameplay, I sympathize with the difficulty. Great concept, hope it gets polished in the future!

Developer

I would actually call myself an animator first and a gamedev/coder second so it really disappointed me when I didn't get time to animate the character since it's what I wanted to do most!

I wasted too much time trying to get the enemy characters rigged up and supporting swapping between unity bone animations and ragdoll physics and then realized I just didn't have time to add animations without sacrificing actually having a game at the end of the month haha.

Definitely portal and half-life inspired!

Submitted

Very creative concept, and well executed, though the controls and physics can feel quite janky at times.

Developer

Thanks for the feedback!

I think I got carried away trying to add new features and explore different nice-to-haves (like ragdoll <-> bone animation transitions I didn't end up using too much of), where I could have definitely refined the physics more.

I did a refining pass early on that made it feel really responsive and less janky, but something I did later on re-introduced the jank (I think a lot of the jankiness could be fixed be re-disabling object-player collision while holding an object, and capping object travel speed).