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Slam of Germs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #643 | 3.456 | 3.456 |
Presentation | #985 | 3.578 | 3.578 |
Overall | #1136 | 3.278 | 3.278 |
Originality | #3469 | 2.556 | 2.556 |
Ranked from 90 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?
Limited control over movement and procedural levels.
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?
No
We used pre-existing audio
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Comments
It was OK. It is a very simple game but there wasn't really any incentive to keep playing. Once I beat ten levels I was thinking to myself that there wasn't anything more to see.
Thanks for the feedback. The game is about quick reaction times and beating your highscore. That's why the available actions are limited.
Like the idea and art a lot! I do think you could have added something to make it fit the theme a bit better though
Thanks for the feedback. Do you have a suggestion of what could be added?
It's a well made game! I got to level 58. But I feel like the theme of “Out of Control” didn't really affect the design at all, which is what I like to see in game jams. I feel like you could have experimented a bit more.
I got to level 16! love the fast pace! this is NOT an easy game :D
Cool puzzle game! It had my brain thinking XD the timer makes it feel more intense too~ Congrats on submitting such a cool puzzle game to the jam~ please check out mine if you haven't :D
Very fun puzzle game and it's looking great aswell!
it's interesting that you used time as the limiter and not moves as most games of this sort do.
Simple cute game. Love it!
Also the first Corona game I've played so far XD
I suspect that there are a lot of virus games, but so far I haven't come a cross a lot of them. Most are about controlling or changing the level, while the player cannot control the character.
Great entry! Nice work on the generation of levels and the presentation. I would love to see the code behind the generation. I'm fan of procedural levels. If you have time (and want to), check my entry. I use drunkard walk algorithm to generate my levels.
A neat art style, simple idea, and great execution!
I liked the game a lot, really fun, but there where some impossible levels that made me lose. And I frankyl dont feel it has a lot of connection with the jam... still, nice job
I've seem many games with this style, but yours have way more juice to it and it feels amazing. The levels are pretty clear and I was able to understand it in a split second which was pretty important to play it. The game got even better after I lost and saw that I had to start from the beggining again. I really liked it, congrats.
Awesome visuals. I like the idea of multiple targets as a twist on this move until a wall style of game. I would be interested to play this with a reward based on completion time, rather than a time limiting penalty. I also am not sure if procedural levels add to the experience for this kind of game if the only goal is to complete them , as the difficulty was pretty consistent until suddenly it was really hard. Great job, and the random level generation is very impressive.
Thanks for the feedback. You make a good point on rewarding the player instead of penalizing/limiting them. Though, I think that would work better with a limited number of handcrafted level. Incentivizing replaying of the same levels, instead of doing it through endlessly generating new levels.
Fun and fast-paced puzzle pandemic.
It's very dynamic, and I like that slowmo gives you extra time to think, but I would very like to load a particular level.
Do you mean retrying the level you failed on? All of the levels are procedurally generated. So, it's not difficult to save a level and then load it again later. I'm just not sure how to present the player with all of the levels they have played and how that would work with the highscore system. Maybe a level editor would be cool as well.
Good game!
Is there something you think could be improved?
Old gameplay never gets old! Nice art too!
I think I was first introduced to these kinds of puzzles in the Gameboy versions of Pokémon. I liked it then, I like it now. The timed element makes it even more fun, you don't get a lot of time to think it over, and just have to start acting intuitively, more often than not you land in the right spots. Great fun.
How did you manage to create solvable procedural levels? Really impressive!
Thanks for the feedback. The program start with a 9x9 square and picks a position on the edge; then it picks a random direction and distance that is within the square (25 times). After which it tries to remove dead ends. Then it picks an end point and figures out a path to that point from each position within the square. Keep in mind that it has to work backwards from the end point, but the player moves through the path in the opposite direction which gets tricky with the 'ice movement'. It then picks a path based on the desired difficult (4 moves at the start, increases to 8 moves). If there is no suitable path it generates another level. You can notice this by the screen staying black for longer between levels.
Nice entry.
Inspired by "Tomb of the Mask"?
Thanks, I wasn't inspired by Tomb of the Mask. I just wanted to make a game with 'ice movement'.
this game just feels incredibly polished and well thought-through. i kinda felt like playing a real, released game. Funniest thing was, i started the game and was kind of confused, because the mainmechanic is a common mechanic in games and not *that* original until i realized that this wasnt a puzzle AT ALL and i had to be FAST and from that moment on i had SO MUCH FUN, i think i tried it like, 10 times. Great game!