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Criteria | Rank | Score* | Raw Score |
Fun | #2295 | 2.694 | 2.694 |
Originality | #2627 | 2.861 | 2.861 |
Overall | #3020 | 2.556 | 2.556 |
Presentation | #4422 | 2.028 | 2.028 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Any time you get hit by a foe you lose one of your control and have to find way to go around it (if you can't go left you'll have to go right and loop through the arena for example).
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Nice idea with a decent execution.
But,
- Adding sound effects and music can go a long way to making the game with less bland. Attacking would feel more impactful and a pure white arena would not feel sterile
- The concept is a good one, using control as lives, but the concept is not strong enough to carry the game on its own. There are many games which are simpler with the same concept but added more to expand the idea further this Jam.
- The game could have made better use of the 3D component, the game in its current state is essentially a 2D shooter placed in a 3D environment, with little benefits of making it 3D. Perhaps simplifying the game to 2D would have saved work on developing models and allowed for better design on the gameplay elements. Don't shy away from using openly available free sprites or models!
- The enemy drops were not rewarding at all, dropping control or lives should be used more sparingly especially if there is a limit to the amount of control available. Dropping powerups rewarding the player for playing well while making the game feel more exciting and allows you to create more challenges without feeling too harsh on the player. Adding lives without powerups make the game feel draggy without anything to look forward to. Toning down the life drops and adding better drops would help make the game more fun.
Really like the idea.
I just feel that you need some solution when the player gets trapped because he misses the controls to regain control.
I really like the idea of the player losing basic abilities by taking damage, but I think the base gameplay is a little too sluggish to sustain the concept.
Score : 33 ;)
Pretty original idea. Agree with some others that it could definitely use a little more polish, but it's 48 hours.
Had pretty good fun! High score of 68, which I have no idea if that's good or bad haha.
I will say, if you lose an axis, the game becomes almost near impossible it seems to recover, but still good job!
Yeah, I basically accepted friday that I was gonna focus on gameplay pure and don't bother with graphics, I picked a fun font, I found some free keyboard icons and that was it ^^.
Some friends did around 90 but I'm not sure if it was on their first try, let's say that it's a good score then.
Yeah losing an entire axis is kinda hard, you can recover with a bit of luck by manipulating the ones that run towards you I think (by looping through the arena they are easily manipulable).
Thanks for the kind words !
Great idea, though it lacks some polish. Might work better as a 2d game.
Yeah I didn't want to "lose" time on graphics so it's all Unity primitive.
I made it in 3D to use the primitive, but yeah I think I could use some time in paint and do it all in 2D...
Thanks for the kind words !
Really fun game, and the difficulty scale is preety tight
To be honest I eyeballed the difficulty (each level you have one more foe, each foe spawned have 1/3 chance to be a shooter, that's about it ^^)
Thanks for the kind words !
The idea is fun, and feels like those zombie games there are in the appstore, controls are nice
Fun idea! Gets hard pretty quickly too.
Is it good ? I tried to keep the game short enough with the difficulty, being technically infinite and all...
Thanks for the kind words !
It's pretty short, once you played a minute of it you saw everything the game has. If extended more this could be good, right now it's more like just an idea.
The visuals are really plain, but the gameplay is good! The difficulty curve is really well balanced
Yeah I honestly didn't even try for the graphics and I focused on the gameplay.
I eyeballed the difficulty so I guess I got lucky ^^
Thanks for the kind words !
It's crazy how much that control shift alters the landscape of play- So frustrating to overshoot a "ctrl" pellet by like a few pixels haha! Wish they lasted a little longer tbh... and ik the graphics are plain but overall solid weekend game :)
Yeah, the plan was to have a second, melee attack that would move you so you would be able to "crawl" in some direction, that could have helped but... 48h and all...
And yeah, the graphics are the plainest possible I think ^^ I didn't even try to be honest.
Thanks for the kind words and good luck with your game !