That Atari vibe was really well-done achievement. Different kind of retro, nice.
Play game
Tile Crunch's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun & Game Design | #83 | 2.971 | 2.971 |
Theme | #103 | 2.800 | 2.800 |
Originality & Innovation | #112 | 2.771 | 2.771 |
Overall | #133 | 2.611 | 2.611 |
Graphics | #152 | 2.400 | 2.400 |
Audio | #166 | 2.114 | 2.114 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Takes me back to the NES days. Nicely done. I reached a point where it was simply impossible to get them all, but that's RNG, I guess. Cool game for a long wait, if you add mobile controls (I'm on my laptop, so I can't tell if you already have)
What a creative take on the theme! The minimalistic graphics and audio do both a good job of emulating the Atari era and creating an unsettling atmosphere.
It's funny, I started micro-dashing most places, tapping the dash very briefly. I'm not sure if it actually helped, but it felt like it.
I would say it was an error that you can walk faster when walking diagonally... but that's just how it feels like, sometimes.
Anyway, that was fun! I could probably get a higher score, but I already do that enough in real life(!)
Beautiful! Great work! Take it easy.
Thanks! The faster diagonals is an interesting one: the way I programmed it involved applying forces multiple times in nested conditionals (largely stemming from GDevelop’s very unfortunate lack of support for an “else” condition), so the otherwise simple math would have involved complicating or rewriting the code so much that I just decided to leave it. Seeing the end result, I’m ok with that now.
I enjoyed the risk/reward system with the dashing mechanic! It's a little unsettling without music
Fun and addictive arcade game!
Addictive to play and get high score :D
with a lil music, it can make the game even more epic ! :o
Overall, well made !
Thanks! I did consider putting music in (and actually composed a basic music track before scrapping it because it was a rendition of public domain music I decided I didn’t want the baggage of), but ultimately decided that music would get in the way of the Atari style, given that most Atari 2600 games didn’t have music. And besides, there wasn’t anything interesting I was going to do with music, so it felt rather superfluous. I guess hypothetically if I revisit the question in the future then the music could exist to speed up as the workload increases to its maximum, but I feel like in an optimal play, you already get that auditory response from starting to hear the “crack” sound effect more and more often.
Running across breakable platforms to catch falling hammers? What could possibly go wrong?
Anyways, that was a nice 8-bit style arcade game.
Thanks for the comment! For an abstract arcade game like this, I don’t think a more concrete story would be appropriate, but it does have a subtle story. The story is of an invisibly disabled worker who is pushed so far beyond what can reasonably be expected of them that they inevitably fail. Hammers are an abstract representation of workload, and the tiles in the game are an abstract representation of the worker’s ability to do the work (i.e. spoons in spoon theory). The conclusion of the story is, of course, the worker getting fired, and then getting blamed for it by their employer.
I could of course spell this out in the game, but I feel it works better as an abstract story.
Thanks for the comment! I don’t think your suggestion would be in-line with the game I set out to make, however. Bombs dropping along with hammers would give the impression that your boss is deliberately malicious, when what I’m actually intending to portray is a boss who’s so indifferent to their employees’ welbeeing and/or so ableist that they overestimate the abilities of workers, push them to work harder than they really can, and then blame the worker when they fail to live up to the unattainable standard set for them.
Thus, this game is designed in such a way that if it was the case that you could rush indefinitely, you would be able to not only work indefinitely, but do so rather easily; the workload never increases to a point that this would even be difficult if that assumption held true. Deliberately, the only reason it doesn’t hold true is because rushing breaks the tiles you’re walking on, and because you can’t even move at walking speed in a location where there are no tiles left.
Basically, in Tile Crunch, you’re playing as an invisibly disabled worker whose disability isn’t being taken seriously. Able-bodied workers, by contrast, would control the same, except their tiles would never crack. In other words, tiles in this game represent the same thing as spoons in spoon theory.
This was cool. The description felt pretty impactful. Fun game!
I held space through while I was playing the game, the brick broke quickly and I failed. The next time I developed a tapping method. I really live the game
Liked The art style, pretty fun idea. I found the game more fun when I held space bar down the whole time as it made it more easy in the first part and ramped up the difficulty quickly. I also liked the implementing of the theme 'unstable' in the breaking apart ground.
Really strong retro vibe. It felt like I was playing something on the Commodore 64 that took me back to my youth. Oldskool fun.
I thought this was a pretty neat game with relatable themes in it. I like the simplicity of it as well. You did a good job!
Relaxing game.
Here are my suggestions, please don’t be offended if I say anything wrong:
1. When the character runs, black spots will be left behind. I guess it is the dust effect, but it does not disappear and remains on the screen, affecting the picture.
2. You can enrich the dropped props, such as: bombs that explode when touched, golden hammers with double gold coins, potions that increase movement speed for a period of time, etc.
I’m guessing you didn’t get to the point of actually breaking the tiles. 🙂
In fact, my game is quite similar to yours in its theme. The black spots are actually slowly forming cracks in the tiles on the floor, not dust. If a tile gets too cracked, it breaks completely, leaving a black hole where your movement is slowed down tremendously. Holding the space bar to rush in this game represents pushing yourself to work excessively hard, and broken tiles represent burnout as a result of that. The overall effect of this is to create a downward spiral as you try to keep up with your workload (represented by catching the falling hammers), but the level of workload requires you to push yourself to an unsustainable degree. As holes accumulate, it gets harder and harder to get around the room until eventually, the burnout is too much and you fail to catch one of the hammers in time.
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