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Run, Cubey, Run!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1 | 4.162 | 4.162 |
Overall | #6 | 3.454 | 3.454 |
Score Chasing | #7 | 3.324 | 3.324 |
Theme | #9 | 3.324 | 3.324 |
Fun | #10 | 3.270 | 3.270 |
Presentation | #18 | 3.189 | 3.189 |
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.
- 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?
- Very very unique game. The biggest issue was getting a handle on the controls but it was very unique and very well done!
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
Fun game. Mechanics are well thought and works good.
Suggestion: Having Sound FXs would be nice.
Good job.
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.
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
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 π
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?
oh, seeing this idea implemented would be pretty funny to say the least.
Yep I think it would give more character to the game as well too!
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!
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
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
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 π
Its addicting and fun. Enjoyed the effects and controls.
Thank you, glad you enjoyed it! Just waiting for the HYPLAY sign in issue to be solved, will play your game then!
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
Yup, one of the short comings of the game. :/ Thanks for the feedback!
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.
Ah, fair enough. Thank you for trying out the game even if it turned out to be difficult! π (p.s i just wanted to say I really liked your artwork/style again)
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
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.
What I liked:
Feedback:
Really great game overall, one of the most clever/unique I've seen mechanic-wise in the jam thus far - well done!
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! π
Good gameplay, congratulation!
Thank you Sr bubba! π
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.
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)
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?
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! π 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 π 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! π
The graphics are very nice booth characters and effects, especially the effects, and the idea is cool and new.
I just have a problem with controls, could have been been W for flip and spacebar for dash so my fingers would stay above WASD and spacebar instead of above SDF which feels weird and affected my experience, otherwise the game is nice and I'm looking forward to a new version with another control scheme.
Thank you, I'm glad the characters & effects worked out well for this idea & you liked them!
I understand you, the controls do take a bit of time to get used to. I actually did try a different control scheme, which was arrow keys/WASD, but the issue with that was when you're upside down on a wall and you press W, you will go down which basically 'inverts' the controls, it gets more weird when on the side of the walls. so to avoid such 'inversion' of controls I decided to go with SDF.
I think the best thing to do for the controls would be to have controls mapping for the abilities so every user can set the controls as per their liking! What do you think?
Controls mapping is nice, but you can also check for which side is the wall and make the arrow of the same direction cause the shrink and that of the opposite direction to cause the flip.
You can get the wall's direction from the character's current rotation and use them; for example if the wall is at the bottom then Down/ S button will cause shrink and Up/W will cause Flip and so on, and dash can be spacebar or the current movement direction.
Also a small script attached to each wall object with a variable defining the wall's direction and when you click an arrow/ WASD button you first check for the wall's direction from that said script and then make the effect depending on the retrieved direction.
I'd also like to see a version where I can move on my own and fight the enemies that will come out form every direction and try to overwhelm poor Cubey :D
I understand, Also, you'll be happy to know that the code does some of that stuff already hahah
ooooo that sounds pretty interesting ngl!
Happy to know this indeed, so it won't be hard to try out this control scheme and tell me how good it turns out to be.
The game was very chaotic I love it.
Took me some time to get used to but it was very fun.
Having the action keys as the restart caused me to restart as soon as I died.
I'm not sure if the score submits if that happens.
Overall. it was a nice experience.
Its really awesome to hear that you had alot of fun with the game! Yes, that's a slight 'one last game' trick so that you keep trying for a new score cause the game has already started!π( I hope it isn't frustrating though?? )
TO ANYONE WONDERING IF SCORE IS SUBMITTED AS YOU RESTART = YES, IT DOES! The game does not go to main menu/restart unless it has submitted your score, again that is if your score was higher than your previous high score! So restart away without any worries!
I really liked the presentation, lots of game juice! I occasionally got stuck in some corners and couldn't move but other than that it's very well made and fun.
Thank you very much for the positive feedback! Awh, I worked on that bug for quite a bit and was sure I resolved it :( I hope you still had lots of fun chasing down a good high score :)
Very beautiful and good, but a bit though. I liked the originalityπ.Good Luck
Thank you. Glad you enjoyed it! I think you were saying a bit difficult? π
Super fun! I was able to get a high score of 11896, but it was a little bit unfair as I figured out how to flip myself onto the opposite side of the wall (stuck in wall) if you do a flip a just right the moment across from a perpendicular wall. I liked the enemy variety later game, truly insane trying to dodge it all.
Awh man, don't leak the 'hack/cheat' π. Nah that is a bug that I'm aware of & I really promise I fixed it lol, but it happens in the millisecond timings so your reflex time definitely is very good!
Thank you & Glad you enjoyed it! Hope it got you addicted to beat your score (cause its looks so easy right?) for a bit π
Great game
Thank you!
This one is good !! Takes some time to get used to control scheme but overall an awesome game.
Thank you so much bro! Very nice to see everyone enjoying it as the way I intended! And yes it definitely does take a tad bit of practice!