Play game
1mpulse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #526 | 3.606 | 3.606 |
Overall | #577 | 3.739 | 3.739 |
Originality | #679 | 3.702 | 3.702 |
Adherence to the Theme | #716 | 3.910 | 3.910 |
Ranked from 188 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I don't get how the ship is too unpredictable. As the narrative of the game says, nothing works on your ship but the 1mpulse drive. That means we needed to make the ship turn around so you only had to focus on ONE system.
And it works in an easy pattern I think :
- This ship spin faster and faster until a max rotation speed.
- When time slows time when charging, you can more easily target where you want to go.
- After an impulse your ship goes straight and when the FX is done it goes back to spinning.
I know we need to tweak some things to make it easier to get by. But it's more tweaking than design problem in my opinion. Visuals shouldn't matter but I think lack of tweak shouldn't either. The design is there, it just need some adjustments.
But thanks for this feedback, it means we still have work to do on that !
On another note, I know it's a game jam, but is it a reason not to make a good game visually if we can ? We didn't focus on the visuals, our main focus was the design and delivering it as best as we could. We have awesome artists in our team and they've been able to deliver awesome visuals.
As an artist, I'm not sure I enjoy this comment. Game jams are for artists as much as they are for developers. They are a way for everyone to learn new things, experiment, and simply spend a good time with friends. But thank you for giving it a try and leaving a comment, it's appreciated. :)
It's your choice to not like our game, we don't judge and it's right to disagree, it can starts interesting discussions.
But we never said visuals should count in the rating. They shouldn't.
AND! We didn't try to make an "art contest" as you said. Our artist just wanted to try things out and make a beautiful game, is that wrong ? Just because it's a jam about design we should restrict our artists ?
The fact that you don't like our art choice is another problem entirely.
I also believe a good design can be fun to play without fancy graphics. Strip our game of its graphics and it will still be fun to play in my opinion (and I believe also for the other people who like the feeling of our game). But all together is the experience we wanted to provide. It wouldn't be the same if all were separated. If it's not your kinda game, that's ok, but don't make our artists feel bad because they did an awesome job ;)
And I believe Zelda Breath of The Wild has awesome art and visuals... don't you ? ;)
The things you mention as design fail are mostly by lack of time to fine tune, as you said the ideas are good they just need more tweaking (besides bugs).
And I still don't get how our ship is too unpredictable. I really want to know what you don't understand.
It turns all the time except just after you used an impulse and then it turns again. And the rotation is always in the same direction.
There are some bug still, but overall the pattern stays the same.
Hey @Rismosch,
It's ok to disagree and you have the right to dislike our game's gameplay! As you could see in the other comments, many people like it and find it fun. If you think there are all wrong and the game has a bad design, that's fine by me :)
Let me just add this: We didn't participate in this Jam to be the most popular game (we're not and we'll never be). If we wanted to "perform" and get a good score, we'd spend more time on tweaking and get a better review. But our goal is different, we want to have fun and have everyone in the team enjoy their work and be challenged.
Also, I don't share your point of view about design being separated from the other discipline. For me, the design is at the centre of all discipline, linking them together to create an experience and I'm a strong believer of cross-pollination. Also, in my opinion, game feel and juice are super important and it's not "pretty art and music".
Though, once again, no hard feelings here and thanks for your feedback :)
Cheers.
This is one of the most highly rated ones I would imagine, I see you guys used shadergraph to do so many amazing visual tricks! I love the use of polar coordinates make everything better haha. The explosion is actually made way better by them tbh :p. I'm just learning about shaders rn and I really wanted to experiment with them during this Jam but i was a Solo boi this time and had to sacrifice certain aspects of the game over other ofcourse, I don't even think I got a lot of important player feedback in and juice. This game makes me truly feel the lack of juice in mine ;_;. Amazing work guys, props to the team! I'll keep my eye on you guys, expecting great things!
If you guys get the time, please try out my game :D
https://itch.io/jam/gmtk-2019/rate/460992
Thank you for the feebback, it's really nice to hear :)
We were a team of 7 so that's why we could deliver a lot of things, you can't really compare it if you are soloing the jam. Don't beat yourself up ;) And that doesn't make everything simpler, managing a big team is also a big task in itself XD
I'll try your game as soon as I can ;)
haha it's more inspiring if anything, props to the team really great job!
The shaders were made with AmplifyShader, which is my favorite nodal shader creation tool. :D
And they don't use polar coordinates, but simple refraction/distortion, and also a bit of UV distortion with a lot of panning textures~!
oooh I see, I've heard about it. I see people porting shaders from there to shadergraph still. It sounds pretty much the same.
How did you manage to get the swirl effect then? If not with polar coordinates.
And once again props to the team!!
The visuals are great! I really enjoy the effects.
Some feedback: I think the ship should lock rotation when you start charging. Otherwise it's hard to control exactly where you are going to end up.
Nice work!
Thanks for the feedback !
We know the rotation is a problem. We need to decide and test multiple solutions. And yours is an interesting one ;) Much appreciated !
Hi Ryan, thanks for your feedback :)
I don't think it should be locked, because we want to challenge your ability to anticipate and we think it's part of the fun, but, that being said, we clearly need to tweak it, it's not yet as satisfying as it should, you're right ^^
Cheers
This game is very fun, and very on theme!
Thanks! Glad you enjoyed it. :)
Thank you !
Best and most thematic game I've seen yet! The visual effects were truly professional class! It would be great if you could recharge, though.
Thanks!!
You can recharge if you charge your impulse in the atmosphere of a planet or next to a comet! :)
Thanks for your comment taoroalin :)
As Sirhaian said, you should be able to recharge the 1mpulse drive on comets and planets by holding the Spacebar for a second. I hope that helps ^^
Thanks for the feedback ! You can indeed recharge when in orbit aroung planets... but sometimes it doesn't work unfortunately >< That's a known bug :'(
Amazing, graphics are excellent and the gameplay really fits. I found it a bit confusing at first but it got addicting quickly! Awesome job on this one!
Thank you! Super glad you enjoyed it!
Thanks! Very much appreciated :)
Thanks for the feedback !
Although for me the controls were not immediately apparent, I liked the simple concept once I knew how to navigate. The gravitational pull is a nice feature and the art is obviously amazing.
Thank you for the feedback !
What wasn't apparent to you? It's good to know what's wrong so we may fix it :)
I pressed quite a few buttons but didn't hold them down. So I didn't see the bar fill once i pressed space. Also I was playing on an underpowered computer, so not entirely your fault.
We planned having UI around the ship at first to avoid that. But with limited time it was easier that way ^^ But that is good to know ;)
also optimisations are on their way!
The game look amazing and the sound design is outstanding. The controls are hard to master since it is nearly impossible to know what kind of planet, star or object will be in the way I am shooting for. And impulsing takes too much time to initiate so it is hard to quickly dodge. Overall, it is a too hard but it is so pleasant to look at. Well done.
Thanks for the feedback!
It is hard to know where you're going. We started to fix that but not enough time to tweak it unfortunately. We hope to deliver a better release after the votes are done ;)
I'm happy you liked the game (even more now that you mentioned sound design ;p). Thanks for playing !
There are arrows to show the five nearest planets but there's a bug in this version not showing some.
Also, the bigger the arrow is, the bigger the planet will be.
Godly visuals. The trippy effect you get on game over is amazing. Big fan of the hyperbolic hues and chunky color blocks.
Bumpin soundtrack and sounds! I'm into it.
Gameplay is a bit outlandish -- I can never go quite where I want and hazards are hard to notice before it's too late.
Thanks for your feedback :)
We didn't have time to tweak a lot of things and among them the spaceships rotation for example for which we are not completely happy with.
We'll probably upload a new fine tuned version when rating is finished.
Thank you for the feedback! As @kirub said, some tweaks are still needed but 48 isn't enough ><
We hope to deliver a better release after the voting ends ;)
Glad you liked the soundtrack and effects ! Thanks for playing.
Nice looking and quite enjoyable game, well done!
Thank you! Glad you enjoyed it!
I just like games like it, and really enjoy visuals.
Thanks for the feedback :) Our artists did an awesome job !
They make a breathtaking job.;)
You are breathtaking!
I think the aesthetic was great! I really enjoyed watching everything. And I think the mechanic can be simplified and ties with being one buttoned a bit more? I feel that the battery charging mechanic paired with that slippery spinning takes too much control away from the player which makes that single button press feels not responsive and hence not very enjoyable, at least I wish the spinning can also be more controlled or more predictable. Maybe a double tap to spin 90 deg with half battery cost? And I have to say that the visual is the best one I have seen so far, the level of polish is awesome! Thanks for this interesting game!
Thank you so much for the feedback!
Thank you so much for the feedback!
I think there is a lot of truth in what you're saying. But we didn't have time to tweak everything as we wanted unfortunately. Some feedback are missing or not understandable enough so it can feel a bit weird sometime (mostly with the recharge as you said).
Hopefully we'll have time to work on it and release a better version after the votes are over ;)
I can totally understand the time constrains! (look at mine, unpolished to the degree that almost ruins the gameplay (but still worth a play!) ) so seeing a game so polished, with so much potential, I couldn't resist point out a thing or two. xD I think my suggestions are a bit rushed, so please take them not too seriously.
No worries, always glad to have (especially constructive) feedbacks and you clearly got a point there. :)
Constructive feedback is always appreciated, we hopefully will fix the problem in a later build ^^ I'll try out your game when I got the time ;)
Yeah, to be honest, we tried to put everything our amazing artists/sound designer made and it took us more time than expected.
So, you can point it out, because we were the first to blame ourselves even before the Jam's end because we didn't take enough time to tweak everything :o
It's the deal with a "big team", you fall in these kinds of traps :D
ps: I tried your game, it's fun and original, great job ^^
Beautiful game with a cool take on a classic mechanic. Nice work!
Thank you very much for your feedback :)
Amazing trippy visuals. They really make the game mesmerizing.
Thanks for your feedback, glad you like it :)
Thanks! Super happy you liked it!
Thank you really much for this awesome feedback ! It's great to see you liked our game that much ^^
We wanted to get a nice feeling right away even if you still need a little "training" to get better.
We put a lot of work to make the orbit system feels nice and logical, nice to see it works :)
Thanks, very much appreciated!
It's great to see that you noticed al lot of the small details we really wanted to have in this project, thanks for your comment :)
Cheers
It looks awesome but it was a tiny bit more complex than i expected! Good job with the art!
Hey Mariana, thanks for your feedback.
It was one of our goal, to make a one-button game that has depth. The risk with depth is that you can become complex, the balance is not easy to find and different people will have different feelings about it :o
Could you tell me what part was too complex for you? I'm genuinely interested to know to see if I could tweak/change that (or propose options / game mode).
Cheers
I love the art style in this one! :)
Thanks for the feedback ;)
I had fun! But it's pretty far from the game Jam's theme.
Glad to see you had fun :)
In what way that game doesn't fit the game jam? You play with only one button after all ;)
Hey @Piscies, thanks for playing and for your feedback :)
I'm also not sure to understand why you think it's pretty far from the theme?
"Only One Button" is the first example given by Mark in the video announcing the theme. Added to the fact that you only have one life, on goal, one system working in the ship (the 1mpulse drive). How is that far from the game Jam's them ? :o
But still, thanks for your feedback. If it wasn't clear enough for everyone, it means we can still do better.
The trick being to do it without removing the game's fun. For example, I wouldn't restrict the ship to one battery cell and lose gameplay depth just for the sake of the theme. the theme should drive creativity and lead to smart design, not constrain design in my opinion ^^
Cheers
I've been seeing quite a few people confused about the theme. Our game also has several bits of one-ness (1 button, 1 growing level, you are a 1-celled amoeba absorbing creatures into 1 bigger creature) but I've had several comments not seeing that.
It seems if you make a design with more depth, even with a base mechanic (here one button), it can easily be overlooked by players :/
It's hard to keep conveying an easy idea with a deeper design... But that's also what's interesting :)
Yeah, I think it depends if you see the theme as a restriction or at the opposite as a constraint that will help channel your creativity :)
As Mark said, we do Jam to learn new things, to test ideas, so I'm definitely on team "create under constraint" ^^
Same, glad I'm not the only one (ha)
Haha likewise!
The visuals are absolutely stunning! The gameplay is interesting and complex, the only thing I wish was implemented is a way to turn your ship faster. Overall really fun experience and well fitting in the jam!
Happy to see our game appreciated :)
I think you don't need to have to make your ship rotate, but we needed more time to tweak that ^^ Thanks for the feedback ;)
Hey, thanks for your feedbback.
I'm happy that you found the gameplay complex while only using one button, it was clearly our biggest challenge. And, yes, I agree with , the ship rotation need some tweaking, it's one of the first think I'll do for a post-Jam build. Without adding a button of course ;)
Cheers
To much of it is taught to you by text. Nice vissiols though.
Thanks for the feedback. We know of this issue, unfortunately with what we wanted for the game it was hard to convey it all in one map without all that explanation ^^
We wanted an intro to convey all that but... 48h XD We also hate these kind of tutorials in games usually ^^
Excellent game feel & visuals, although sometimes a bit visually confusing. Great!
Thanks for the feedback. Our artists went crazy on this game XD
Thanks for your feedback @Charlie !
We pushed a lot of things in the game and it's perhaps a bit too much yes :D
We'll keep it in mind if we work on another build after the Jam.
Cheers