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Losing Control(s)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #511 | 3.552 | 3.552 |
Overall | #559 | 3.586 | 3.586 |
Originality | #796 | 3.655 | 3.655 |
Presentation | #1181 | 3.448 | 3.448 |
Ranked from 29 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?
If you stay in a single room for too long, you will slowly run out of controls.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
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
Really great concept, I love how you get less and less key and how well that is communicated to the player, it completely change how you explore the levels and fight against the ennemy!
I don't know if it's me but the tutorial seems a bit laggy.
Otherwise I got frustrated when I couldn't reach the exit because my up-key was broken, would having the broken key switch instead of accumulate be a solution?
Great job!
Great idea breaking the keys over time! It keeps the player moving along through the dungeon. The slow chest open builds up the suspense as you race against the key-breaking clock! Great work!
First of all, congratulations on making this game. It's quite ambitious to create so many levels, enemies items, and even a boss in just 48 hs, that was really impressive!
I liked that you created a risk vs reward situation with the chests, in which you can either rush through levels, but if you do so, you don't get any upgrades. To further endorse this aspect, I would suggest you to, instead of having you having your hp reset every level, give the player more hp, but it doesn't heal every time, thus making the player having to manage more carefully its health.
My big problem with the game tho was the gimmicky way that you take a key away at random. I understand that you tried to give the player an interesting choice of pressing space to spare a key, however in most cases this decision is pointless, since if you lose a movement key you're screwed. That`s even more evident in the boss, where you take a long time to defeat, and most certainly will lose an important key even before taking half of his health.
But overall, that was pretty fun game. Cheers!
Well I didn't create the levels, they're randomly generated :). But thanks!
Yeah, I should have removed the healing from room transitions. I added that for testing, and never removed it...
I agree I should have balanced the losing of keys a bit more. In hindsight, I should probably always remove one of the 3 non-movement keys first, and then randomly, or something like that. I didn't really have enough time to balance things out, sadly.
Thanks for playing, and for playing long enough so that you actually saw most of the things there were to see!
Really fun game, with a couple of little things that if fixed would have made it amazing. I was not a fan of the control scheme, because even once I was used to it, it made my hand default to an awkward position, causing my wrist to hurt by the end.
Visually and audibly, it was very good, I understood everything perfectly and intuitively because it was so clear.
Gameplay itself was overall quite fun, but the saving a key mechanic did feel a little arbitrary at times, and unnecessarily punishing when it meant that you couldn't leave a room. With a few tweaks, this game would be so much better, but as it stands, its already pretty great.
Thanks for the feedback! I don't know why I didn't just use the mouse...
man, this game is great. it has a nice art style, simple to understand core mechanic and a good difficulty curve. it reminds me a bit of nuclear throne. getting to the boss is quite hard, but once you get the shuriken, beating him is ok (unless your bow key breaks). do you think you'll update it with more content?
Thanks! I'd like to update it, but since it was a game jam and I was in a rush, the code is absolutely horrible. So maybe I'll make a game like this one, but if so, I think I'll completely redo it...
Enjoyed playing through a few levels. Well done! I did have some frustrations when an arrow key would get removed (particularly right because you always need that for levels). On my most successful runs I ended up just grabbing a few items early and then rushing past the rest to get to the boss and hope my arrows arent the thing to get removed. Never quite finished the boss. Still quite enjoyable!
Thanks! I added the "spacebar to break two other keys" to try and balance it a bit, but I agree it's still a bit harsh. Thanks for playing!
oh I think I missed that in the tutorial. I'll have to try to get it goin
I understand that, it's a bit of a wall of text :)
Hey this was really fun!! Did anyone actually manage to beat it?!! I played it for like 15minuites and I didn't manage to get higher then room 5... i liked it a lot though!!!
Good luck!!!
Thank you! Most people struggle a bit with it, but I saw one person who got some insane luck and beat it on his second try...
A nice idea, but one I found quite frustrating as all it takes is one of the direction keys to break (especially the right key, since you always progress to the right) and you're pretty much boned. It's also usually hard to tell what exactly you're picking up out of chests, and the time pressure makes you likely to just grab it and move on, whatever it may be.
That's true, it should be a bit more balanced. I tried to fix it a little by adding the spacebar to break other keys instead, but I don't think that quite fixed it.
Fun and hard game! Loved another strategy layer to deal with breaking controls, perfectly fit the theme and immensely fun. Cool art style, simple, but consistent and tastefully done. It would be nice to see equipped weapons and its stats, and there's fun bug when archer is standing right behind stone it shoots it and damages oneself :) Very nice little crawler overall, great job!
Thank you! The skeletons are indeed a bit wonky, if there is more than one they will also go and stand inside eachother and kill themselves :)
This game makes me go YES! Great art!
Thank you :)
your game really fits in the theme
breaking the controls is a very good idea
and the pixel art is cool
Thanks a lot!
One of the most fun ones played on stream, for sure!
As I mentioned, I just wish there was more breathing room in the 'losing moves' department - right now, it's very easy to just lose one move and lose the game.
(and despite exploiting it, the whole just being able to run out of the room thing might need some work as well)
Thanks!
That's what I designed the "spacebar to break two other keys" thing for, but I realize that the complete randomness can still be a bit harsh.
Yeah, it needs some balancing :).
Great visual art! Fun implementation with a lot of risk vs reward. I think a higher difficulty curve would have helped. I cleared the first few rooms and was a little confused on the overall concept since I wasn't experiencing much challenge. Minor complaint for a game jam though.
Also, nice tutorial! Always an impressive touch in a game jam.
On the difficulty: You could just rush through everything, that's intended, but that way to are way too underpowered for the final boss. The difficulty gradually increases, but it still has some randomness, so sometimes the entire run is a bit easy or way too hard.
Yeah, I figured there were too many buttons to not have a tutorial.
Thanks for playing!
The audio and art is really well done, creating an excellent retro feel. If there was one thing I would've changed if I was you would be different layouts for rooms instead of just left to right. Other than that, its a very clever and fun gameplay loop!
Thanks a lot! A retro look was indeed what I was going for. Partly because it looks cool, and partly because I can't draw well enough to do anything else...
I wanted to add different room structures, but sadly I didn't have enough time.
Thanks for playing it!
Thank you! I'll play your game as well, later today.
Really innovative.....i loved the relevance to topic.....good luck🙌
Thank you!
I had a great time playing this game! Very original concept, it took me a few tries to understand that you should rush to the chests and open them before a key breaks that you need, and having to dive in there as fast as possible and not take too much damage while you open the chest trying to still out-maneuver the baddies. Then fighting the boss I was just running circles shooting arrows until my down key broke and I got stuck in the corner just barely losing the fight. I popped off a little when I finally beat the game :) so much fun!
Some small suggestions would be room diversity (as in, right now the "right" key is the only crucial one, making dungeons with a more interesting layout could definitely spice things up) and perhaps more enemies you need to use a bow for (except the boss). Great game overall! Definitely my favorite out of the jam so far.
Thank you! Rushing the chests is indeed one of the best strategies. Personally I try to kill all the enemies first, but then I have to rely on luck to not break my right and pickup key, so that's not really a good strategy. The boss needed some refinement I think, but I'm glad you liked it!
The second part is definitely true. At first I wanted to make the exit at a random side, but I didn't have time for that. I also wanted to add some random pre-made room structures, but I thought that that would take too long, so I just randomly placed some rocks instead :).
Thanks for playing! (And actually playing long enough to find all the content!)
this game makes me lose control :)