Such a serious game, I just love how sophisticated and proper everything is. Like some others said it could use more polish, but I found 0 bugs, great job!
Play CTRL
CTRL and Roll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #656 | 3.782 | 3.782 |
Originality | #865 | 3.617 | 3.617 |
Overall | #1167 | 3.271 | 3.271 |
Fun | #1331 | 3.090 | 3.090 |
Ranked from 133 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?
Poops got out of the control. The player uses CTRL button to change directions. This CTRL button can run OUT (Out of CTRL).
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
I’m glad you appreciated the dilemma and the hard choices the player must take to survive. I really put all my heart into it, trying to incorporate meaningful, serious topics Into a game. I even cried at the end 😢
Thank you for letting me know what you thought about the game; it is indeed of great importance for me. I appreciate it, have a good day!
Could use some polishing up, which you seem to be aware of with all of the current comments so I wont repeat them. But overall it worked well. You had a great concept and made it work with no bugs. That's the important part. I did enjoy cleaning up the little poops, and the toilet roll and super cute. Well done!
It is still so hilarious to me that I'm seriously talking with people about cleaning up the poops and the toilet papers XD
Anyways, you are right, I already learned how frustrating some things in the game are ahahah (not complaining, though, I'm glad people mention them, so that I will improve the game based on everyone's review)
I'm really happy to hear that you liked playing the toilet roll simulator, and I truly appreciate that you stopped by and decided to share the opinion. Thanks!
Yeah, I fell so ashamed when someone pointed that out and I understood how stupid it was to not use the keyboard for a restart. I was running out of time, so probably just couldn't think properly :(
So, I agree with you about this problem. And thank you for playing and leaving a comment, it means a lot. Glad you found it interesting enough :)
A very charming little game. Although I have to admit, I'm not sold on the mechanic, and let me explain:
Essentially, I felt like having to press Ctrl is redundant. Ctrl is basically your remaining available turns, and having to press a button just to be able to press another button is a little annoying at best. It took me a while to realize that I'm managing 2 resources, one being the toilet paper (which I get from poops) and the other being the remaining "Ctrl" (which I get by collecting toilet paper). Why not have the toilet paper give toilet paper?
In game design perspective, having these two resources is also redundant, because running out of Ctrl usually means you're dead, which isn't different at all than running out of toilet paper.
I feel like with a little more work you can create something more interesting than what essentially is snake with extra steps right now.
Good luck!
Wow, such a valuable criticism. Regarding the 2 resources: when you run out of CTRL turns, you don't die, and if you still gain more 'ctrl' from papers, you will be able to move again. So, the idea was that you can take an additional step and still survive if you managed to make a good plan. Although, maybe that's what you meant by "usually," and I can understand where you are coming from.
Also, about holding the control button. When you are holding CTRL, I wanted the time to slow down, as well as allow to change the direction. But I didn't like the final result too as much as I want. Do you think it can be solved if I allow the player to move immediately with the "arrow keys"? And if he wants to, the player can still hold ctrl for a slow down effect?
I'm truly glad you mentioned all these things in a great detail, I truly appreciate all your thoughts. Since I considered to finish the game properly after the jam, your comments will definitely help. Thank you, I'll try to make the game juicer :)
Glad I could help. Regarding your idea, this sounds like a very interesting thing to test. Having the Ctrl key slow down time in a game that's truly hectic but having limited amount of slow down sounds really fun! However the only way to know is to test. In my experience game design is 99% playtesting and 1% ideas. I encourage you to try this, it's great exercise and you already have a pretty solid mechanism to work on.
Game looks really polished, especially for only having 24 hours! But, I felt like I didn't have enough time to change direction. Maybe if the roll was moving a bit slower or the grid was a bit larger. Overall, good job, though!
For sure, I'm planning to play with different speeds/sizes and other features related to the controls (since some people mentioned the same thing). Hopefully, I will able to update the game as soon as the ratings are over ;)
So, thank you for your suggestions, they are truly valuable for my future improvements! I'm glad you liked it :)
Good Game one of the best I've played so far. I actually wanted to keep playing but more games must be rated. Concept reminded me of something Trey Parker and Matt stone from South Park might create for a game jam.
It's a good game. But i think it is pretty hard to control the paper, especially when it "drift" to another lane than the one i wanted to change. But after a couple more try, i got it. The art and music is great. The game is kinda repetitive, but still, it's a great idea! Also, is there any exit button? Because i didn't find it when i want to exit lol. It would be nice to have an exit button :)
Oh yeah, so sorry for not having the exit button, I was running out of time so badly, probably 20% of things were done in the last hour ahahah. But I'll definitely incorporate your suggestions and comments into the following updates of the games. Regarding the repetitiveness: I'm going to add more elements for random levels, as well as make fixed puzzle-like levels. Hopefully, it will provide much more content to choose from.
I'm glad that you liked the art and the music too, it makes me happy. Thank you for checking out the game, your comment means a lot :)
That was a really unique game. The controls definitely took a while to get used to, but were easy to understand (the time slow down definitely helped). My main suggestion would be to change the colouring of the number of controls left to something other than red. At first when I saw red numbers on the toilet paper, I assumed that it meant I would lose multiple rolls if I went over it, not gain control. Overall a really good submission though.
Oh, what an interesting suggestion, I didn't think of the red color in such a way :0 I was trying to use solely 4-5 colors for everything to keep things simple, so that's why I used red. But I see where you are coming from, that's an interesting thought
I truly appreciate this suggestion and that you played the game, I'm glad you liked it. It means a lot to me and will help to improve the game, thank you so much!
Haha I love the concept!
I've never used this type of control mechanism before - it was tricky at first to know how to move, but after a couple of goes I got it. Although, because the controls are not straight-foarwd it had two positive effects: 1) it made the me feel out-of-control but not too out-of-control 2) it made me want to keep replaying in order to get better
I think the game is a little too difficult, especially because there is no collider around the game border (I died a lot because I fell off the screen). It would be nice to have easier gameplay (more time/more loo roll/borders) at the beginning before getting more difficult as time goes on.
Graphics are super clear and I like the music, it gives it all a humorous feel :)
Overall - had a lot of fun!
I definitely wanted to make more levels for a game that start easily and then become more and more difficult (but, of course, the time didn't allow me to do that). I will work on a better visual feedback and more accurate colliders in the following weeks, do you mean falling off the screen after death? If that's not the case, then I'm interested what exactly do you mean?
Also, I like how everything can be explained with "out of control" for this jam, the best excuse I've ever seen XD
I'm grateful for such a detailed opinion, it was useful to know about new things that could frustrate others (colliders etc.). I highly appreciate the feedback, thank you!
No worries :) I enjoyed the game, so I wanted to give detailed feedback to make it even better!
Falling off the screen: during gameplay if I don't stay within the play area, then I will fall off the play area and it leads to game over. I know this is intentional, but it was quite difficult to stay on the play area, especially as I was learning the controls. To make it easier, especially for new players learning the controls, maybe a border around the play area would help in the first level, then if you make another level you can remove the border to make it harder for the player.
OHH, now I get it. I actually wanted to make the borders that don't instantly kill the player, but changed my mind throughout the development. But now when you said that, I believe it's a really smart idea to allow players to get used to the mechanics, huh. I really am happy to hear all these comments and ideas from you, it allows me to look at the game from new perspectives. I can't describe how much I appreciate it, thanks ;)
A snake made of paper ;) The graphics are nice, I think they fit well with phone applications. Your interpretation of "out of control" as it's linked to a stock of the ctrl key is very original. It's not easy to get used to the fact your paper has some speed and when you turn you are not in the row you wanted to be, you have to anticipate a lot, and the speed of the paper doesn't help. This make the game somehow quite hard to handle but when in addition there are random "out of control" moments it's completely frustrating ;) So the theme is perfectly done in my point of view.
- Mom, I want to play the Snake!
- We have the Snake at home
*the Snake at home...*
Yeah, I actually had difficulties with being on a wrong row too, it took some time to get used to it and become more comfortable with the controls. But probably should make the learning curve smoother. It definitely was intentional to force the player to be careful with the turning and to anticipate the moves, although I'll do some polishes to make them a little less 'out of control.'
Reading your descriptions was interesting, and I'm glad you liked the game. Thank you for playing, have a nice day :)
This is a neat idea! I like that there are two different resources to manage instead of just one - it adds a good level of complexity to the game. The controls are well explained, and the game has an element of "easy to learn, hard to master" going for it. The only issue that I had with the controls was the long delay on the turning, but I imagine that could easily be fixed. The cute art style and music also adds a lot to the game, although it was a bit annoying for the music to change pitch so frequently when I pressed control. Overall, really well done, and congrats on submitting a finished game! If you ever decide to expand on the project, I think it would be interesting to design fixed levels around this mechanic, as it lends itself well to puzzle-type gameplay.
Wow, I'm so glad that you actually suggested to add fixed levels to the game, because it was my initial idea (which I decided to postpone due to the time restrictions). It's a relief to know that it might be a good idea to add levels since I wanted to introduce puzzle elements anyways.
Hmm, I actually didn't think of too frequent pitch changes having such an impact, but I totally understand where you're coming from. I'll try to come up with something to make these transitions more pleasurable.
And yeah, some people already mentioned the delay with controls, I'll work on that a lot, because the game is already quite 'out of control,' making it even more with uncontrollable turning will be way too much XD
My huge appreciation for a detailed valuable opinion from you, it was interesting to read your thoughts :) Thank you
Cute and tough. It took me a few tries to figure out how to make it work. Feels weird that wiping poop gives you more sheets, and collecting paper doesn't.
For sure, it was one of the top questions for me. Initially, I wanted to do it the other way around (as you said) with getting more sheets by collection the paper, but then I thought it would've been funnier the other way around (although, it doesn't necessarily makes intuitive sense, maybe I'll change that). Thank you for commenting on your thoughts about the game, I will think about that when I update the game. Highly appreciate it!
This is extremely well polished! Very nicely done! I like the extra twist thrown on the snake mechanic by having limited moves, and that you were able to turn it into an endless game by having your tail reset on poop collections.
I'm actually surprised no one mentioned the snake before you, because it really is a "snake with a twist" ahah (although, it wasn't my intention). Do you think it would be better to remove the grid-based movement to make more freedom? Or is it better the way it is now?
Poop collection sounds so silly, though, as the whole game XD I highly appreciate the feedback from you, really glad you found the game interesting to you :)
I certainly had a little chuckle when I finished typing "poop collection" haha.
I think for a snake type game like this, the grid based movement makes more sense. It helps make it very clear where you can and can't navigate. Which is important to be able to determine quickly, and at a glance, while you try to plan your next move, or several moves.
For me personally, if the game was more free movement, I would feel more inclined to be upset at the game, then my own skill, if I couldn't fit through a gap I tried to leave for myself. Especially if I was one pixel off, or made the gap one pixel too small. A one pixel difference can be really hard to see depending on resolution. While, yes technically, it's my fault as the player for misjudging the gap, or lack of skill for making the gap big enough, it would be too easy for it to come off as the game just feeling less responsive. Like I'm battling the physics of the game instead of playing the game (if that makes sense lol). Unless you spent time implementing some really nice forgiveness mechanics.
That's just my two cents on it. Maybe others would enjoy the extra challenge from having free movement. So, maybe free movement could be like, a "hard" mode or something? Lol
It's kind of a tricky situation because some people are against the grid-based movement, and some are for it. I guess it will be hard to tell accurately until I finish polishing both mechanics to see which one is better and more preferable. But personally, I'm glad you thought this way about the grid (like planning the next move etc.) because that was the whole point for me at least.
I am also surprised of how similar your opinion about the free movement is to mine. I was sure that if I made the free movement, it would upset a lot of people (especially since the mechanics wouldn't be polished in 48 hours). So, the grid was a safe option.
AND WOW, I liked the idea about a hard mode, I will see how it goes (if it's worth it). Although, just removing the grid wouldn't work and I'll need to rework the whole system.
Once again, thank you for an extremely detailed opinion with a lot of personal thoughts and suggestions. This is truly a valuable response, I'll think of what can I do with these problems to satisfy the needs of the most. My huge appreciation to you, best of luck to you :)
Cool visuals and mechanics! It's a bit too fast for a beginner tho. But nobody can completely balance their game in a two-day jam!
Yeah, I wasn't able to add a full proper tutorial before the time deadline, but this is, without a doubt, one of the tops changes I'm going to introduce once the ratings are over. But I'm happy to hear that you still managed to get used to them, and that you liked it :)
Thank you for playing the game, your opinion is highly appreciated. Have a nice day!
Funny game, I like the idea. for a Out of Control mechanic you sure came up with something really unique. Well done!
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