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A jam submission

Game Fixer Kit 2020View game page

A platformer with a twist! Re-map wires of destroyed keys to other keys to keep the game going!
Submitted by Kreekakon, Traggey — 13 minutes, 50 seconds before the deadline
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Game Fixer Kit 2020's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#404.5054.505
Overall#724.0874.087
Originality#1334.1654.165
Fun#2593.7673.767

Ranked from 103 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?
You play a platformer using a virtual controller which has it's keys periodically damaged and no longer function. The exposed wires from destroyed buttons can be re-mapped to other still-intact buttons to use their functions.

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

Viewing comments 60 to 41 of 78 · Next page · Previous page · First page · Last page
Submitted

Great entry for this game jam. The sound and level designs are really good. It was so stresful but so fun to play.

Submitted

The concept is quite common but in this game it is brilliantly executed. The art is beatiful. Very well done. The timer was maybe too fast for me. 

Submitted

Really good concept. I could imagine this being a fun 2 player game as well.

Submitted

A nice concept to force player changing the control schemes to adapt to the situation.

Overall, the graphics are super gorgeous, i love the little robot and the bones in the controller.

Here are several suggestions :

It is an action based game, so I think the movement is very crucial to the game feel. There are several things that can be done. First is to make the dashing snappier, a good example may be how fast a character flies in cuphead. Another thing that happens to me is that i often miss ledges, well probably mainly due to my potato level laptop, but an additional help like the "coyote time" will certainly make it smoother. Secondly, players are like dogs waiting to get a walk in the park, they can't wait to get into the actions. The player projectiles can be set faster, at least faster than player movement, and could use more "hits" on contact with enemy to make it feel more powerful.

The color codes on controller reads very nice. I always know what i am selecting even it is bitten off by the demon. But I think that you could find some ways to shorten the time needed to swap controls, since it may slow down the flow of an action game. For example in may key-binding settings, you click on a button and press the key you want to assign to, or automatically select the nearest button/slot for you to make it easier to swap buttons. If the swapping is very smooth, I think that the timer can really heighten up the challenge and fun to speed run through the levels while fixing your character on the road.

Developer(+1)

Thank you for the feedback! The platforming definitely does have some aspects that we can tighten up. As for the projectiles, they are normally faster than the player but I've noticed on certain people on lower specs and lower framerates have been experiencing slower bullets so it probably has something to do with the framerate and is definitely something we can look into.

Submitted

Really creative take on the theme with a crisp and clear aesthetic and a really well made level design that gives a nice puzzle game feel. Good work on the tutorial level too ! Keep it up !

Submitted

whew, this is tough! Really like the idea though, the whole "losing controls/reassigning controls" thing seems to be a popular category, but I think this is one of the best implementations I've seen. After a few tries, you can start to piece together the optimal combinations to use for a given level, which makes it pretty engaging. Nice work!

Submitted

I like how this time, you can *see* where the buttons are and what you can do with them. you can choose which ones to disable for the given situation. Extremely creative and a lot of fun! Well done :)

Submitted

I like how this game splits your focus between platforming action and button management. Rewiring the controller is a really clear way to visualize what's going on with the mechanics. Well done!

Submitted

I've actively disliked all of the messing-with-controls games I've played so far, but this one actually felt really nice to me! I liked that I maintained some control with the mouse. I also thought it was neat that I had to move around a lot (from left side of keyboard, to right side, and to mouse), though I can see why some others might not enjoy that.

With regards to some other comments I saw, the platforming itself felt pretty good to me, but there was definitely some room to tighten things up a bit. The timer felt about right and gave just enough pressure to force me into a few mistakes.

The visuals in the game are really great. And the audio is fantastic too. This is really impressive for a 48 hour game jam!!

Submitted

In the burgeoning genera of precision platforming with imprecise controls the actions either need to be forgiving to allow for the player to adapt to the new control scheme on the fly or deterministic to allow for the player to intuit the changes as they happen. 

The timer for the levels seems to be a bit too strict to give a player time to adapt to the changes, especially if they're using a trackpad. 

Additionally the mouse over detection for the remaining buttons seems a bit hit and miss and would cause me to lose a lot more time replacing the action I didn't intend to remove.

If you're going to continue with this I'd recommend either going in the direction of giving more precise control to the player and doing away with the mouse component (as that requires taking hands off half of the controls) in favor of being able to hold some button to rebind what buttons should have or something or being more forgiving with the stages (by not making enemies 1-Hit-KO and instead cause physics effects like launching the player in the direction they came so as not to punish a small mistake halfway through a stage with the same punishment that a major mistake would cost).

Submitted

Nice job! I enjoyed the unique gameplay with replacing keys on the controller and the amazing graphics. Well done!

Submitted

Neat idea amongst the sea of "changing controls". The timer was tricky to fight against, and the actual platforming felt imprecise. I think for something like this to work, the game within the game needs to be a lot tighter with a bigger margin for player error. Definitely lots of potential here :)

Submitted

It's a great concept, and I love how intuitive it is concept-wise. I found it somewhat frustrating in practice, sometimes from the timer or having to constantly take a hand off the arrow keys to use the mouse, but more than once from my own lack of skill/forethought/ability to adapt. I can totally see the potential, and I definitely don't think it's poorly programmed because I had trouble with it! I think the concept stands strongly on its own, and with some tweaks this would make a fantastic puzzle-time-waster!

Submitted

The art is REALLY nice. Characters/scenario and also how you "literally" re-wire the buttons.

Submitted

Really cool concept!! And very challenging. A pretty good work! :)

Submitted

Well made game, but I honestly felt like it was frustrating because the timer felt too punishing. Also I didn't like how the skull ate my inputs midair.

Submitted

Loved it! One of the best games. Just didn't like the timer so much XD

Submitted

Incredible gameplay, art, polish and theme, amazing! Definitely one of my favourite games so far. Maybe make the timer a tad longer since it is very tight but if you want a really hardcore game then you can probably just leave it as it is. There's not really anything else I can suggest improving since the game was so well presented and fun, great job!

Viewing comments 60 to 41 of 78 · Next page · Previous page · First page · Last page