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A jam submission

Run, Cubey, Run!View game page

Run For Your Life In This Fast-Paced Looped Runner!
Submitted by Gameloper (@gameloperr) โ€” 2 hours, 59 minutes before the deadline
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Run, Cubey, Run!'s itch.io page

Results

CriteriaRankScore*Raw Score
Originality#14.1624.162
Overall#63.4543.454
Score Chasing#73.3243.324
Theme#93.3243.324
Fun#103.2703.270
Presentation#183.1893.189

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Very very unique game. The biggest issue was getting a handle on the controls but it was very unique and very well done!
  • This is a really interesting entry! It certainly is unique, and I love that. The biggest complaint I have is the hitboxes, you want to shrink those right down. Also I'd say probably wait 0.1 second before killing the player, and if they successfully use one of their abilities, "cancel" the death - that way it will feel a lot more "fair" for the player, and if you really want to keep the difficulty the same you can increase the amount of enemies that spawn. I love that it is a different layout every time, it makes getting high scores all about how fast you can react. Good job! I will say that I didn't really find too much of a reason to use anything other than "shrink" - it was very powerful, and pretty much all I needed. It could be that the other abilities are more needed further into the game, but they felt a little bit too "unpredictable" to be fun. Maybe when the abilities are available, you could show a very faint "ghost" player or coloured marker to show where they will go when they use that ability?

How does your game relate to the theme?
One Life & Partial 'One Shot' Abilities. Survive For The Longest To Reach The Top Of The Leaderboard!

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Comments

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Submitted(+1)

Interesting gameplay, but very unforgiving! I died because a bomb spawned right in front of me and I had very little time to react

Submitted(+1)

This is very hard but very nice. Simple gameplay principles that create lots of possibilities and depth. Challenging but rewarding. Nice work!

Developer

Thank you for playing & the feedback! :D

Submitted(+1)

Good work. Satisfying animation and effects, a lot of juice!
I wish there was some nice music, like geometrydash or some similar music.

I felt like some of my deaths where unfair. could be improved! It would also be nice to use wasd or keyboard. D or rightt could be dash, s or down could be shrink and space could be flip. Would be easier to remember!

Good work!

Developer

Thank you for playing & leaving a feedback! Yup those points have been noted as other players also faced similar issues, will improve them down the line! ๐Ÿ˜

Submitted(+1)

That was fun ! Took me a while to understand fully what I was supposed to do, but once i got the hang of it, it was great

Developer

Thank you, yes the controls & overall understanding does take a few plays ๐Ÿ˜…

Submitted(+1)

I like it! Going with multiple options instead of focusing on just gravity was a good decision.

Developer

Glad you enjoyed!

Submitted(+1)

That's nice! Really good idea. If you turn the 3 buttons into a touchscreen, it will become a great mobile game.

Developer

Thank you so much! Looking into making the game more 'complete' too!

Submitted(+1)

I could not get on that leaderboard. :D

It's a unique concept for sure. Pretty well polished, simple gameplay. Great jam entry.

Thoughts:

  • Hit boxes are too unforgiving. I would clip enemies that didn't even look like they were visually touching me.
  • I'm not sure what I would change here, but I kept mixing up what buttons did what. Maybe try directional controls? Pressing upwards relative to your position is flip, forwards is dash, and down is shrink?
  • I kept losing track of what abilities I still had and what I didn't. Maybe some color coded dot indicators on the player in the direction of the motion?
  • My biggest frustration is when enemies would spawn immediately in front of me with no time to react and it was just an insta death. I'm not sure if you have a spawn range or not, but adding or tweaking it would be welcome.
  • Some abilities would trigger in the wrong direction as I approached corners. I'd do a 1-pixel sideways dash when I meant to do an upwards dash. Adding some sort of threshold for the dash that either takes you around a corner or leaps off of it might help.

All in all it's a fun little game that has potential to be even better. I hope you do something with it!

Developer

Thank you for taking the time to leave a detailed feedback! I had challenged myself to step outside of my comfort genre's for this game jam & that has led to more areas of improvement than I thought but I am welcoming them with open arms as I see the player's perspective. :D

I've been noting all the issues down. All in all a few days of work & the game balance will improve massively (hitbox values, spawn range) I think the biggest challenge would be controls but having 2-3 control schemes (the directional ones as you mentioned & even control mapping) would cater to every player.

Again thank you for playing it & helping me improve the game! 

Submitted(+1)

Fun game. Mechanics are well thought and works good.

Suggestion: Having Sound FXs would be nice.

Good job.

Developer(+1)

Thank you! Yes as you can expect, ran out of time for SFX but would love to juice it up more by adding that in.

Submitted(+1)

Very fun! I really liked the adaptation to the theme, having to collect the power up of the skill we used to be able to use it again.

Unfortunately, the game broke for me at a point when I used the flip and shirink practically together and then the character left the game and was walking around outside the level. This is what earned me first place on the leaderboard. I was going to take a screenshot to send it to you but when I broke the record the game ended

Developer(+1)

Thank you, happy to hear you had tons of fun! Awh man, It sucks to have that bug still lingering around, I did spend some time on removing it but it still persists ๐Ÿ˜…
I do have an interesting idea to combat that though, basically if the player goes on the outside, a screen with a popup saying 'What are you doing on the outside? Get back in there' or something and then put the player back in ahahha kind of like the game breaking 4th wall, what do you think?

Submitted(+1)

oh, seeing this idea implemented would be pretty funny to say the least.

Developer(+1)

Yep I think it would give more character to the game as well too!

Submitted(+1)

Wow, this is a really fantastic game. So fun I kept playing and playing, finally got up to #2 on the leaderboard with ~7000 points! I think if it was a little more forgiving it would be easier for people to get hooked. My suggestions would be either an indicator that an enemy is about to appear, or the enemy doesn't kill you if it spawned less than 0.5 seconds ago. Plus a smaller hitbox for the player as sometimes turning corners would push me into an enemy on a nearby opposite wall. Those are small details though, the game design and art style is really great. Keep up the awesome work!

Developer

Thank you so much for your kind words!!

Yup, I totally understand your points as after receiving various feedback, the game balance has areas of improvement that can boost the overall experience, I am noting all the points down, will definitely try to improve those areas :D

Submitted(+1)

weird how you make the player automatically sign in as a guest
I liked the vfx, but I would like a bit more polish when you die-i sometimes died without understanding why. Also if you dash sometimes you just died instead of killin enemies

Developer(+1)

Yeah, that was kinda unplanned, once I uploaded the build, the way HYPLAY works, I had to add auto-guest sign in. I think its still nice cause alot of people want to jump into the game and without signing in you cant really play so, some want their names on the leaderboard so that option is there haha

Ah those are just hitbox size things ๐Ÿ˜…

Submitted(+1)

Its addicting and fun. Enjoyed the effects and controls.

Developer(+1)

Thank you, glad you enjoyed it! Just waiting for the HYPLAY sign in issue to be solved, will play your game then!

Submitted(+1)

Its really cool but i expected a splash sound when i dash into enemies , it can be quickly addictive if you add sounds ! GG by the way

Developer

Yup, one of the short comings of the game. :/ Thanks for the feedback! 

Submitted(+1)

i like the colors and the effects look cool. but the game is kinda hard for me :) . i can't get used to these controls.

Developer(+1)

Ah, fair enough. Thank you for trying out the game even if it turned out to be difficult! ๐Ÿ™ (p.s i just wanted to say I really liked your artwork/style again)

Submitted(+1)

I had a lot of fun, very original controls, took OneShot death for the theme, I'd be interested in seeing what this became with more time. Like, more power ups, bigger levels, etc. Very well executed!!! The movements felt smooth.  I'd like to hear some scifi type sounds and/or music going forward 

Developer

Thanks Niko, I really appreciate the positive feedback! Also, Thank you for taking the time to play it & suggested add-ons. I'm noting down every bit of improvement feedback for possibly an updated version.

Submitted (2 edits)

What I liked:

  • Clean and professional looking loading animations (your logo, powered by hyplay, etc.)
  • I appreciate that you displayed the high scores immediately so I know what I'm striving to beat
  • I liked the "New high score" indicator
  • Interesting and unique game mechanics - you really did "more with less" here
  • Juice on the abilities felt great

Feedback:

  • Seems like there was no sound? I feel like sounds would do sooo much for this game considering its simple gameplay loop - gotta get as much juice as possible if you're gonna be doing the same thing over and over again!
  • It was a bit frustrating that restarting was the same key as activating the abilities - there were several times I instantly restarted the game accidentally because my timing was a bit too late on doing one of the abilities, and the game registered it as me wanting to restart
  • It seems like the leaderboard displays for a split second after restarting? - it would be nice to see the leaderboard right after each run, as opposed to having to go back to the main menu
  • The transition between corners for the player and enemies is quite abrupt, and feels a bit weird and hard to account for

Really great game overall, one of the most clever/unique I've seen mechanic-wise in the jam thus far - well done!

Developer(+1)

Firstly, Thank you so much for leaving a detailed feedback! I really do appreciate you taking the time to play it out & noting the little details/areas of improvement.

- Yes you are so right, That's on me that I couldn't add JUICY sound/music, it really would have added to the game juice!
- True, I've kinda realized that bit as well - even a simple 1 second cooldown before the game registers input would go a long way
- Yep, I think this goes in hand with the above point, Having the leaderboard display after each run is definitely a better idea & gives more 'motivation' to the player to chase down a score
- Point noted, will look to improve that bit as well 

Given the feedback that I've been receiving, I think an updated version with all the improvements would be pretty nice to do, still unsure but let's see! 

Thank you once again! ๐Ÿ™

Submitted(+1)

Good gameplay, congratulation!

Developer

Thank you Sr bubba! ๐Ÿ˜

Submitted(+1)

That was a very cool interpretation. Very challenging but i believe i made it to top 10. there's a very chaotic energy to it. Lovely entry.

Developer

Thank you so much, glad you enjoyed the chaos! (I was worried it might be frustrating hahaha but it seems that is plays out well)

Submitted(+1)

Cool and fun game! Like eifferent way of how to deal with enemies, avoid or hit. Cool that controls started with first letter of abilities and placed in a row on keyboard, but sometimes use them wrong. Procedural (I hope so )) level gives variety. Maybe add more effects, like show scores for enemy hit, to understand if it's worst to try attack them. Also a fast skipping leaderboard after restart, maybe show longer, or skip this step completely.
Any reason for disappearing enemies with time?

Developer(+1)

Firstly, Thank you for leaving a detailed feedback!

Yes the controls do take a bit of getting used to but at the moment, these were the easiest controls to go with (as there is the issue of control inversion with WASD), it does make the game harder as you mentioned you end up using them wrong sometimes - so a skill graph is there! ๐Ÿ˜‰ I mentioned in  another comment that the best thing to do so that everyone can enjoy the controls is to have control mapping! Let's see if I end up adding that after the jam  :)

YES, it is procedural! There are pop up scores for enemy hits ๐Ÿ˜…but I realized its kind of small & fast so it can be hard to see in between all the action.

That is not how it is setup actually, but due to the way the game works it is an undesired result, if you die and don't press any of the abilities buttons, you can either go to main menu or restart - main menu shows leaderboard & restart skips through to new game!

Well, It makes the enemies more unpredictable so it keeps the player on his toes! Obviously I've made sure that the enemy doesn't just spawn right next to the player that would be frustrating.

Once again thank you for playing the game & giving a good feedback! ๐Ÿ˜

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