Sweet little game! I quite enjoyed the soundscape. and viusals, while simplistic, were also pretty nice. Eventually got a little laggy, but not too bad. Still, given this game is so much about symmetry, I wonder if there's some cool rendering tech you could do (or maybe you're already doing) to reduce the number of sprites you have to draw? All in all, very cool little entry, glad I played it!
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Criteria | Rank | Score* | Raw Score |
Creativity | #255 | 4.167 | 4.167 |
Enjoyment | #415 | 3.833 | 3.833 |
Overall | #452 | 3.911 | 3.911 |
Style | #1293 | 3.733 | 3.733 |
Ranked from 30 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 grow in size in a world made of infinite repetitions accross several scales
Development Time
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Font: Delius Latin
Comments
Finished the game. Music was beautiful, fractals were beautiful, and the back and forth game style was beautiful. Great job. You will do great things!
This game was really interesting but a bit too hard for me, I had a lot of trouble staying inside the blue orbs to collect energy. The sound design for the catching section was great but the music for th dodge section was a bit grating for me with the high pitched drone.
A really polished game that plays well.
I didn't fully understand how it works first then when I saw the comments I replayed it and now I see how this changes according to how you play. I'd say it was more cool on the style side than the enjoyment, because the game itself was extremely simple, you play more for the result than you care about what you're doing right now.
Though I love those types of fractals, I wonder how it would work with other types of geometry forms. Congrats mates!
Wow, that was awesome!
I was initially a bit perplexed by what this game would be, especially when I just spawned in and didn't exactly know what I would be doing. But once I started to see how the bullets began to stack upon eachother it hit me with such a good feeling of "Oh, this is awesome."
I like how this game plays very back and forth on the "Wow, I am getting hit by everything" to immediately being "Wow, I cant get hit by anything" and that kind of realization is nice to see knowing that you've been on both sides of them.
It's also fun knowing that you can theoretically control where every new bullet is going to be, so there is some level of planning how they get added, but I found myself not really planning much after it got crazy enough. It would be interesting to see how this plays if the player had to think more about how the next layer of bullets would be added. Then they would think about how it would react with the other layers.
It is also so cool that after awhile you can start to see the patterns the bullets move in, and dodging them you can basically find a consistent path you can track since they will keep repeating themselves. Although, I did find myself sometimes just barging through since they didn't deal that much damage, but I think that is a good thing rather than this game being extremely hard to dodge everything. I like that you made the smaller projectiles deal less damage as you went, because dodging all of those would be probably impossible.
Switching between the two types of gameplay is also nice, since having the moment of "okay, now get hit as much as possible" is a good break in between the hectic normal gameplay.
I'm not sure how this game could be expanded out post jam, but I think there is a cool idea here. Maybe with some flexing of the core design of the game itself.
This was awesome! And a very creative take on the theme. Nice job!
This was a beautiful sensory experience with some phenomenal sound design!
Starting the game it seemed very simple and I wasn't sure how the difficulty was going to come in, but when it did it came in at the perfect pace and was a very pleasant surprise. A really nice take on the theme and a very enjoyable experience :)
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