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A jam submission

DisconnectView game page

Brain bending game that plays with movement and control
Submitted by Hallizzzle — 6 minutes, 12 seconds before the deadline
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Disconnect's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#19233.1383.692
Overall#33972.4192.846
Presentation#38062.2882.692
Fun#38532.1572.538

Ranked from 13 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?
This game takes simple mechanics that the player usually has control of and mixes them up, giving a feeling of the whole thing being out of control. Even this amount of control changes each level.

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

Really enjoyed playing this game. The colours and music when put together create a great way to escape.

I like how the camera is a piece of the puzzle that can't be seen, but is a big part of completing the game.

The concept works so well with the theme. 10/10

Submitted(+2)

[[Please forgive this novel of a comment: I sincerely love the heart of this game and I'd love to see you really run with it.]]

This is the most psychedelically disorienting game I have ever played in my entire life, hands down, and I mean that in the best way. The music was just right for the experience, and I came to love the fruity strangeness of the level goal. The skyboxes were an incredible help as well, especially once my camera started doing somersaults.

I think you can make the quirky camera controls work for you if you take care to introduce them slowly -- I remember in the first level it felt like the camera and the player didn't sync up in a way that was incongruous with the rest of the game, but after that I had much less trouble with it.

Consider putting audio sources on the player car-thing and the level goal (a soothing sort of spacey pad hum could work for these) that can help the player locate them even when they are out of sight of the camera -- that could go a long way toward helping the challenge feel more fair.

Frankly, the most disorienting thing about the game was the main menu: it took me a bit to realize how to select different options, and I wish that there had been more clear indication of which option was currently active.

That said, I do think the "experiment and figure it out" approach to the in-game controls really works for you. Each level is about figuring out the specific quirk in the movement, and tutorializing this (beyond a simple: "Use WASD or Arrow Keys to move") would undercut the challenge of the game.

All that said, I recognize that the 48 hour crunch severely limits how much one can actually get working in a game. I applaud your efforts as they stand in the project right now -- it is no small task to make something like this in only two days.

Ultimately, I would urge you to lean even more into the abstract strangeness of this game. Grounding it in any sort of recognizable reality could only hurt it. Don't be afraid to take it really far out there!

And considering this as a very first game, and a very first game jam, I'd say you did an outstanding job! Please let me know when/if you ever upload a touched-up version of this game. Cheers!

Developer(+1)

Wow, thanks so much for the great comment! When I put so much effort into the game over the 48 hours I wasn’t sure if anyone would actually play it but to have someone really get the ideas I was going for and and give it their full attention really means the world. 

Great feedback too, there’s definitely a lot of ways I could take the game if I did pursue making a more full version. It’s always hard to know what game ideas are worth dedicating the time to.  

Thanks again! It means a lot in a time where I can’t even get my friends to download the game to have someone appreciate the effort and give genuine feedback. I’m happy with my concept and my game-making abilities at a simple level even if everything feels rushed but this jam definitely feels like a win. If only making a full game felt so do-able. 

Submitted(+2)

That was weird. I liked it.

Developer

Haha glad to hear it!

(+2)

Really good first game, surprising variety of levels and fits the jam theme really well. You spend a lot of time gazing into the skybox, however - either a more carefully quirky camera or a more fun skybox could really improve the played experience.

Developer(+1)

Thanks, so glad to hear you enjoyed it. And thanks for the feedback! Yeah I agree, if I had more time detailing the sky would be a good idea.