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Immiscible's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibilty | #16 | 3.444 | 3.444 |
Originality | #56 | 3.556 | 3.556 |
Audio | #71 | 2.944 | 2.944 |
Controls | #74 | 3.056 | 3.056 |
Overall | #79 | 3.040 | 3.040 |
Graphics | #86 | 3.000 | 3.000 |
Fun | #94 | 2.667 | 2.667 |
Theme | #132 | 2.611 | 2.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
Duck
Game Description
Fight of thieving private equity firms to save the planet!
How does your game tie into the theme?
Enemies are light and dark, and vulnerable when in the other atmosphere
Source(s)
N/A
Discord Username(s)
pacorp
Participation Level (GWJ Only)
1
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Comments
Hey there! I really like the idea of connecting enemies together to chain damage/score bonus. The game just never really scaled up in difficulty, so it never felt necessary or strategic to use (at least as far as I played). I would say scale up the difficulty a bit faster, and it might be interesting to destroy all connected enemies at once to incentivize doing more. Great entry, it was fun!
Thanks for playing, I'm glad you liked it! Yeah, it takes about 5 min to really feel the speed up, which is way too long. Classic jam issues of running out time to tune number and make a separate tutorial so the game could start faster. Hopefully work on it post jam moves at a faster pace that I made the game.
Fun but a bit slow, and my lazy ass ended up just shooting instead of completing the puzzles. The 3D ship animation and the effect when moving between oil and water are very cool.
Thanks for playing! I did not spend enough time tuning to encourage using the mechanic, hopefully I get it better next time. Good to hear you liked the art fx, I don't have the art skills yet for so have to use other tricks.
Super interesting concept! I had a lot of fun trying to organize the pipes to get complete puzzles. And then I found out you could just spam bullets and take out everything without doing that haha. As others have said, it would be nice to have more incentive to use the intended mechanic.
For the art I really like your ship design, the little rotation when moving, and the in and out interaction with the surface. The small parallax effect on the background is nice too. Subtle details that make the game quite pleasing to look at.
I think my only complaint is that the music got a bit repetitive after a while and I didn't find a way to lower the volume while playing.
All in all it's quite a nice little game with a neat concept. Great job doing all of this solo!
Thanks for playing! Yeah, I didn't incentivize the connection part well, and didn't have time for any of the other enemy designs. Next time I'll definitely have audio settings in the pause menu. I appreciate the feedback!
The little bloop effect when passing through the division line is sooo satisfying. The shimmer on the enemy entities looks great as well. Thank you for adding in the hold down space to fire mechanic instead of making us spam I love that. I agree with the other commenter that it feels too slow starting out, I was casually scrolling down to read the description and typing out my review while waiting for enemies lol. Maybe you could speed it up or add the lore into the game to read to pass the time? hehe. Not sure what the 3 icons on top left or the bar on top right are? For most of the game my strategy was to fly up and down and spam bullets, and that was enough to beat the game. I think some variation in the enemy to break that pattern would help make the game more fun. Overall its a pretty well made game with potential for more. Good job!
Thanks for playing and the feedback! It's good to hear you liked the bloop and division line, I spent too much time on them but the line was a fun technical challenge so I figured at least I was learning something.
Yeah, it starts out way too slow, I didn't get around to balancing anything and wanted to give enough time understand the chaining but should have made a separate tutorial area. The far right bar is actually the speed meter which increments too slowly (I intended to allow adjusting the speed). The left icons are just representation of your score, a full bar (and level up) makes a gem, 5 gems make a crystal duck.
The time crunch cut all the other enemy types, I actually intended them to attack as well but pivoted to not letting them pass. I plan on working on this some more, thanks for the encouragement!
The concept seems interesting, though the difficulty ramp up feels way too slow, I only felt the enemies getting slightly faster after a couple minutes and it still was nowhere close to challenging. It could also have more of an incentive to use the matching mechanic, as it's riskier to pull off and does add challenge but most of the time doesn't offer that much of a benefit in comparison to just shooting away at the enemies. Still a cool idea, though.
First, thank you for playing long enough to notice the enemies get faster! I didn't want it to be too hard so made a slow default and intended to make a difficulty setting but didn't get to it. Totally agree on the incentives too, I had plans for things like power ups to do things like carrying over damage but didn't have enough time.
Wow this feels super original. The mix of so many mechanics here is really neat and still simple enough to start playing right away. I think the light and dark enemies could have been a little more obvious in terms of their design but the addition of the pipes connecting was a really neat idea.
Thanks for playing! I appreciate the comments; obviously I hope to make a good game but I can't help myself from over-complicating things and trying new or weird stuff so as long as I can deliver on one of those, I'm feeling good. I agree the enemies needed more distinction but ran out of time in classic jam fashion.
Fun and interesting game.. Kinda reminds me of a shooter meets overflow back from the days of Excite games. Maybe reduce music volume on game start and let people increase it , as it kinda overwhelms on entry. I like the puzzle aspect, was curious if there is or will be a way to "push" the nodules forward/backwards as well? Great job!
Thanks for playing! I plan to lean into the repositioning more so absolutely will add pushing horizontally. Sorry about the music, definitely will fix that for next time. I was so proud of myself for using `OS.has_feature('editor')` to mute the music when running from editor so I didn't accidentally submit it with the music off, I didn't realize how jarring it was till too late.
I like the concept and it was fun trying to solve the pipes quickly. However, I think the way the grenades currently work is more annoying than challenging. I also don't feel there is enough incentive to use the mechanics you added about shielding as most pipes can die pretty easily in either atmosphere. You did a good job though, I don't I've ever expected to experience so much tension sorting pipes but it was fun!
Thanks for playing! I agree, the grenades didn't work out like I hoped. I really appreciate the feedback, it's helped me hone in on how I want to change the game in the future.
Some feedback:
Oh, and a few more things:
Thank you for playing and the feedback!
Again, thanks for all the input.
[Error] USER WARNING: Project setting "rendering/limits/global_shader_variables/buffer_size" exceeds maximum uniform buffer size of: 16384 ... Safari on Mac
Works in other browsers
Thanks for playing, I hope you enjoyed! I haven't had time to look into that error but I appreciate you trying another browser. Hopefully 4.3 fixes this.
What a super unique idea! I wish I could have made it full screen, but had a lot of fun anyway. I did not have much luck connecting the pipes and it will be interesting to see how it evolves if you keep working on it.
Thanks for trying it out, I definitely want to work on it more, esp with the encouragement.