looks interesting, but there were problems with controls on PC
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Charge It!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #53 | 3.292 | 3.292 |
Innovation | #107 | 2.792 | 2.792 |
Overall | #166 | 2.442 | 2.442 |
Gameplay | #170 | 2.458 | 2.458 |
Graphics | #190 | 2.333 | 2.333 |
Audio | #214 | 1.333 | 1.333 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Charge It has a multiple mini-games to try out how you can use the power, simple to the point. Sounds would make it more impactful!
Challenges
GitHub repository url
https://github.com/AFGZGZ/chargeit
Comments
Good game, but I'm having some trouble playing it. I think the game might be broken for me? Half of the time, a prompt appears to connect the sockets, the screen flashes with a bunch of sockets for a frame, and then I lose a charge instantly and it moves to the next game - which can end up being the socket mini game again.
It's a simple Warioware style game, but with the theme of the battery of your phone.
The game is good, although it can do with some polish, and music.
Also, it took a while for mini-games to load for me.
Controls in mini-games are inconvenient on a PC. And things happen very quickly, I didnāt have time to understand what to do. I'm shocked that you put a ton of minigames into one project in such a short time. In my jam game I tried to combine 2-3 mini-games and it was not easy
If you focus on tuning the mechanics and want to nail the presentation even a single minigame can take a ton of time, mine are tutorial mini-games, proof of concept or even simple interactions (like drag and drop) so it's easier to do it if you push for quantity instead of quality hahaha.
I have taken note of your feedback, thanks!!
There's charm in the minigames and some neat ideas put forth but also a serious shortcoming in polish. While the most important part of game making is definitely the game, there is an art in QA'ing the game to ensure that it functions properly. I hope in future projects you can work out those polishing skills to deliver a complete package.
100% agree, but I had a different thing in mind for this project, since I'm more interested in how to create a "frame" to support minigames from anyone using phaser, than to make a polished collection myself,my choice was to add more minigames instead of polishing them, so the quality of the product suffers from it.
Regarding QA I'm wondering if I can implement something to help the process along the way, I already saw some state problems that could be checked automaticaly... ummm
Thanks a lot for bring the subject of testing :)
Interesting idea, for me it was too fast, sometimes i died as soon as a new minigame started. So I would add some delay.
There is a delay system in place but since for some parts/minigames required some modifications it was not fully implemented, maybe for some even a safe area/ no damage control at the starting point ( I think that one of the most common insta-deaths is because in the minigame that you have to avoid contact, the enemy and the player generate already touching each other hahahaha )
Nice idea to have a collection of mini-games and the fast paced change between them! I really like the overall concept. Here is some feedback of things you might want to improve:
- Make the time to read the instructions for the next game a bit longer. I liked the fast pace, but quite often I was not able to read everything.
- I experienced a bug between the games, where one game was announced and but then it immediately switched to the next one.
- Add music and sound effects.
Still this is a very solid entry and a good start, especially when you used Phaser the first time. Wish you good luck with it!
Nice collection of mini games here. There was a lot of work put into this. I think there could have been more polish in certain areas. For instance, the scene transitions between games could have been less abrupt. Also some levels bugged out for me when it would take me to a level then id instantly lose. Congrats on finishing.
My approach was quantity over quality ( weird I know hahaha ) since I wanted to test how easily and convinient could be to put really simple "isolated" games on a shared structure and how you can push data between them. Thank you for pointing out the bugs, I'm already making a list with all of them to annihilate them in the next version :)
Unfortunately the game is unplayable on a Mac or PC but still a nice entry with potential! Just add some sounds please.
Oh I tried it on a windows Pc before and It was working (Didn't test it properly just a quick run) Is it related with the control scheme?? Right now only mouse input is enabled (click an drag or just click the on-screen controls) I definitively add keyboard controls and sounds soon! Thanks for trying it and your feedback :)
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