love the soundtrack, great energy
Play game
Mind Hack's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #4403 | 2.162 | 2.900 |
Fun | #4542 | 1.863 | 2.500 |
Presentation | #4596 | 1.938 | 2.600 |
Overall | #4597 | 1.938 | 2.600 |
Ranked from 10 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?
Take control of the "out of control" enemies
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
Got stuck a few times because the bunny I tried to mind control disappeared. Nice idea overall!
Could'nt figure out what to do at some point but would like to see it further developed. Keep going
Seemed pretty cool, but I had to give up after trying the same level like 30 times. It's just a bit too cruel even on early levels. Some coyote time might help, and if the bunnies were slower or more predictable.
Seemed pretty cool, but I had to give up after trying the same level like 30 times. It's just a bit too cruel even on early levels. Some coyote time might help, and if the bunnies were slower or more predictable.
Played to the game and got to the place with the bat before stopping.
A few notes:
- I like the puzzling aspect of taking over the bodies of others, but some of the razor-thin jumps you have to make are frustrating; especially the very large level with the two rabbits (bottom left and right corner). I'd suggest giving players an opportunity to fix their mistakes, rather than just having to do the entire level over again. In that particular level I don't really see a reason for having the pitfall at the bottom - the platforming is hard enough that adding a pitfall just makes it annoying.
- The movement really needs work. Animations would help inject a little more juice, but jumping and landing particle effects would help a lot; as would a little momentum. Your character also "sticks" to the ceiling when it jumps in low spaces. This is because your y speed keeps increasing even though you aren't moving. Godot has a simple "is_on_ceiling" - set your y_speed to 0 when this happens.
- A menu would do a lot to improving this game - especially providing a "reset" button.
- The Mindhack Gun collisions just do not work. There are many times in which I swore I was hitting an enemy only to watch it go straight through. I'm guessing this is because your "bullet" is just a moving scene, so it's possible to "skip" past the enemy between frames. Fix this by detecting a raycasted space between where the bullet is and where it used to be. Or, just have an "instant" gun with raycasts.
Thank you for the opportunity to play your game. Thanks for sharing!
Played to the game and got to the place with the bat before stopping.
A few notes:
- I like the puzzling aspect of taking over the bodies of others, but some of the razor-thin jumps you have to make are frustrating; especially the very large level with the two rabbits (bottom left and right corner). I'd suggest giving players an opportunity to fix their mistakes, rather than just having to do the entire level over again. In that particular level I don't really see a reason for having the pitfall at the bottom - the platforming is hard enough that adding a pitfall just makes it annoying.
- The movement really needs work. Animations would help inject a little more juice, but jumping and landing particle effects would help a lot; as would a little momentum. Your character also "sticks" to the ceiling when it jumps in low spaces. This is because your y speed keeps increasing even though you aren't moving. Godot has a simple "is_on_ceiling" - set your y_speed to 0 when this happens.
- A menu would do a lot to improving this game - especially providing a "reset" button.
- The Mindhack Gun collisions just do not work. There are many times in which I swore I was hitting an enemy only to watch it go straight through. I'm guessing this is because your "bullet" is just a moving scene, so it's possible to "skip" past the enemy between frames. Fix this by detecting a raycasted space between where the bullet is and where it used to be. Or, just have an "instant" gun with raycasts.
Thank you for the opportunity to play your game. Thanks for sharing!
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