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A jam submission

Psychic ShaperView game page

Submitted by GnoxNahteDev, october_stereo (@october_stereo), DanPanzerKunst PixeL — 1 hour, 49 minutes before the deadline
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Psychic Shaper's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#17483.5003.500
Enjoyment#19903.1763.176
Overall#20093.3243.324
Style#23973.2943.294

Ranked from 34 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?
We wanted to use both meanings of "scale", to climb but also to change shape and size. By changing the size of the shapes and building a way to cross the level, you can beat the game!

Development Time

96 hours

(Optional) Please credit all assets you've used
Retro Gaming font: https://www.dafont.com/retro-gaming.font
The rest was made by the team! See page for team credits.

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Comments

Viewing comments 28 to 21 of 28 · Next page · Last page
Submitted(+2)

Thanks for submitting your game to the stream! If you wanted to look at it again in the future heres the vod timestamped to your game

Developer

thank u =)!

Submitted(+1)

I love the audio, it really sells the psychicness :) The puzzles feel really nice and the levels feel full of life and character. Controls felt natural and intuitive. A very pleasant game experience overall :) good job!

Submitted(+1)

This was great, I loved to see all the different characters and their uses.
Switching between them all was a bit hard and became tiresome quickly, but other than that it was a fun game!

Submitted(+1)

The world is unique and vibrant I love it. Great work was fun to play. 

Developer(+1)

Thank you very much for your lovely comment! Have a great day!

(+1)

Me ha parecido una tarea monumental haber podido hacer un video juego de este tipo en 4 días, realmente hay mucho trabajo aquí, desde lo músical , al aspecto visual y las mecanicas del juego, hay muy pocas cosas criticables realmente, por ejemplo que el personaje se queda fijo cucando mueves el cubo, pero mehh, no tiene real importancia. He completado todos los niveles, el ultimo ha sido el más desafiante. Les deseo la mejor de las suertes en esta competencia y en las siguientes.

Developer

Muchas gracias por el post y la sincera opinión en esta sección también jajaja ;:D!!

Submitted(+1)

I really like the visuals. The designs are super creative and cute, there is a ton of content for a game made in sucha short time period. Great job, It was fun!

Developer

Thank you for your comment. We’re glad you liked the game. It was a lot of work to design all the levels in such a short time, but it was an excellent and unforgettable experience!!!!!

Submitted(+1)

Well, I don't know how many people work in this one, but I'll assume that was just a single guy.

The idea of multiple characters with unique skills for a puzzle platformer is very nice and I already experimented with this before.

I finished the 3 first levels and played a bit of the other ones and I had some issues with the game:

Controls: 

Oh boy, the controls are something, they're not terrible, but they aren't very good. I feel like you could use the mouse to change the characters instead of TAB,  also, Press F will switch the cube's scale direction even if I'm not controlling it, also also, I think the use the Up and Down Arrow instead of W and S Keys wasn't a good idea, feels clunky every time I needed to use the Cube.

Visuals and UI:

 I'm not against wacky art styles, but this one feels very over the place, lacks consistency between characters, background, VFX, and so on.

The UI in the levels could be better, there's no clear indication of who I am currently controlling at the moment but the sprites got darker, except the blue kid for some reason, which screw everything XD

Level Design & Mechanics:

The puzzles are simple but good, and when I finally stopped to fight against the controls I could solve them very intuitively, but on the other hand I felt complexity spikes between levels, I understand there are just 6 of them, but this in addition with the controls made my experience less enjoyable, also I get stuck in the level that introduces the blue ball, which cannot reach the button(note: while writing this, it came to my mind the probably the kid isn't the only one who can trigger the exit, but then the level per se isn't very intuitive).

Since this game was made within 96 hours, I understand the tutorials being text boxes, but for some reason, neither of them tells the player about the wall jump, which you kinda need to progress in the 2nd level.

I don't know how to feel about the psych meter, it's important for a puzzle to have limitations, but this one doesn't feel well-designed, it's just a limitation that forces you to reset when you run out of energy.

Other Issues:

Speaking of reset, if the kid dies in the middle of the level he just respawns in his origin position, but the other characters don't, so...what's the point? If this happens I would be forced to reset anyway.

This is a minor issue, but if you press W the kid unleashes his Ultra Ego Aura in the same way as the Up/Down Arrows, but nothing happens.

Outro:

Sorry for the insane long essay, but I think there's a very good and promising game here, just needs a lot of polishing, and rethinking some aspects like the controls and visuals, if this is your first game, don't give up, the beginning is always rough and manage schedules and game dev it's always.

Developer (4 edits) (+1)

Thanks for your long and detailed feedback! There are 3 people who worked on the game. The main roles were programmer, artist and sound.

Controls:

Yup the controls could definitely been improved. Should’ve added some text in-game saying that you can select your characters from the UI. Like you said in UI, should’ve dimmed the unselected character too. Also could’ve added the selecting characters from the screen too!

Visuals:

I think the inconsistency is due to pixel scaling (for UI and characters). Thought of using Unity’s Pixel Perfect Camera but it makes everything look jittery, especially when the camera moves. We might try it again but I think we’ll just scale in multiples of 2 to keep the pixels consistent for future games.

Level Design & Mechanics:

Ya, the placement of the button is quite bad. It’s not at the edge so the smallest ball often falls out. And if the player scales it up, they’ll just jump out of it. The kid should be the only one that can trigger the exit. If the shapes can trigger it’ll be a bit too easy as they can jump over everything. Yup saw some streamers and comments mention the wall jump too.

It might sound like an excuse but I had some stuff in real life that really hindered the progress of the team and affected the time schedule. Being the solo programmer meant the team couldn’t properly test levels.

Others

Felt like instead of resetting the whole puzzle if the player just missed 1 jump, they got the option of using the shapes to reposition themselves. Especially in earlier levels where the player doesn’t really need to move the shapes after they are already positioned. Changing characters and moving them to their spots every time they die is a bit repetitive?

Ya, that’s a bug… forgot to disable the bar and SFX for it.

It was our first time making a puzzle game so we can definitely improve from this! Thanks again for your feedback!

Developer(+1)

Thank you very much for the detailed and extensive feedback; I will take your recommendations into account for next time! Best regards!

Submitted(+1)

Very consistent presentation overall, the tutorial was easy to understand and well integrated

Viewing comments 28 to 21 of 28 · Next page · Last page