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Troubleshooter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1872 | 3.158 | 3.158 |
Overall | #2068 | 2.904 | 2.904 |
Fun | #2197 | 2.728 | 2.728 |
Presentation | #2363 | 2.886 | 2.886 |
Ranked from 114 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?
The game fits because the systems in the game become more and more chaotic as the player interacts with the system. Every time they press Q, they spawn another block to platform, which in turn makes more of the system chaotic. This affects the block movement patterns and the enemy block behaviors.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
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
The jump is a bit floaty and it's hard to know where you gonna fall because the depth perception, but besides that the concept is cool and the implementation is great.
I'm glad you liked it. I hope I can deliver on fixing some of those problems after the game jam and in my future titles. Thank you for the feedback.
Cool design and art.
Simple and intuitive
Could use some sound fx polish.
Maybe implement levels that go in more directions than forward and up/down? Use the sides?
If you had the time I would love it if you tried my game and rated it. Its called Drone.
Thank you for the feedback. Unfortunately, sound was something I really struggled with over the past weekend in working on this game but that's a side effect of learning. I'll definitely focus more on it in the future and I agree, the game could benefit from more varied level design.
I'll check out your game out tonight!
If your goal was to make me lose my depth perception, congratulations hahaha
It wasn't the intended goal but I'm glad I succeeded in some fashion.
Good aesthetics and fun gameplay!
Really glad to hear you enjoyed it.
Cool aesthetic, well done.
Thank you! I appreciate that.
Nice looking game, but its a shame that the spawn in platform just turns into an extra jump each time you use it, and the platforms falling away doesn't really impact the game all that much.
Thnak you for checking out my game. I wished I had focused a bit more on the specifics of the controls but hopefully after the game jam I can work to improve the game based on your feedback and everyone else's.
Love the aesthetic! Gives off an almost grungy tron vibes. Not too sure how it fits the theme of the jam, but cool none the less. Good job!
Glad you liked the aesthetic, I'm not much of an artist but I tried my best.
Love the aesthetic!
Glad you liked it! Have always wanted to make a game with this art style and I'm glad it resonated with you.
Decent game. Very 80s hacker movie visually.
I'm glad you liked it. Thank you for trying it out.
Interesting visual identity and gameplay. However, I felt like the blocks were not that "out of control".
Thank you for the feedback, hopefully I can deliver on a more chaotic game when I resume development after the game jam.
I think the game would be better to have blocks that are really out of control, I mean, is still kinda easy to use the blocks while they are out of control.
But anyway, it's a nice approach to the theme, nice job !
Totally fair criticism, I'm glad I have so many people testing it out and providing feedback. I think there's definitely avenues to make the world feel more out of control.
Nice game, I feel that it needed a little bit more of friction to work better for your concept, but great game overall
I completely agree, friction and more of a progressive speed up and slow down for the character is definitely something I would have invested in had I more time. Thank you for the feedback.
I had a difficult time understanding the Troubleshoot Process mechanic. What is it for exactly?
I had originally intended to restrict the number of times a player could use a block but my original plan needed to be scrapped/cut back because I was running out of time. The purpose was to create unpredictable pathways for the user that they would then have to traverse but the intended way for them to layout their path had to be scrapped.
Really nice graphics, but there is not a lot of feedback of what is happening. I died a few times while i was between the blocks and i didn't understand if i should be there of i just touched them with a big hitbox.
Well done.
I really liked this graphics inspired by computer science and to have wide levels with big obstacles that you need to get around slowly by kind of flying over block that you create. I think you just need to fix some small issues (better camera sensibility, fixing collisions boxes, adding some sounds feedback) to make it really fun.
An interesting idea, but not enough punishment I think for building more binary blocks. Additionally, the fact that you get an extra little jump when you build a block means yu can just spam Q and go in thedirection you want and itll assure a height gain. Since you're never staying on a block, the fact that corruption is at lvl 1 or out of control doesnt change much... Not much variety per level either. Music is nice, though SFX are lacking, and it visuals are generally cool though a little trippy.
Also red block collisions are way too big
Nice concept, ver trippy! I felt like the gameplay could be improved.
it felts a little inconsistent, sounds like this idea could be good with a good implementation, it was too glitchy, but i think it has potencial at some sort
I couldn't get past level 3, it kept resetting me. Is this intentional?
Most likely this is due to the collision boxes being too large on some of the boxes. Definitely something I'll work to improve in my next game or the next iteration of this title. Thanks for the feedback.
very trippy!