This one of the more strange puzzle games I have seen, but is a good thing as it gives the game it's own identity, the mechanics showcased were cool, I think the bouncing ball mechanic was too hard for it's own good I just wish it had some music but the sound effects made up for that, this is a good game
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AXA's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #17 | 4.063 | 4.063 |
Creativity | #69 | 3.500 | 3.500 |
Overall | #102 | 3.075 | 3.075 |
Music | #115 | 2.750 | 2.750 |
Gameplay | #148 | 2.813 | 2.813 |
Theme | #175 | 2.250 | 2.250 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The concept is nice and simple. I liked the art and the sound effects. Good job!
I loved the colors, style, and animations. The sound effects complement it very well. I had a little trouble with the dragging, especially on the level where the squares appear for the first time. Maybe it had to do something with the 4 arrows that i could click and i just didn't get it? Not sure, but very interesting concept!
Oh wow I really liked the feel of the level transitions and I can tell you have a good eye for the design. You created a very successful atmosphere and it sets up to mood so well for a game like yours. There were some show stopper issues with the mechanics and instructions, however I can clearly see your vision and what you tried to achieve with the game. Overall, colors, patterns, transitions animations and use of effects compliments each other so well, it makes me wanna beat the level to get that enjoyment out of pressing the next button. Well done!
Cool ambience and art style of your game! I like that you cannot simply drop the balls / cubes directly over the point where they are supposed to be, but you have to figure out, how much away they need to be dropped. That gives the game a cool flavor and makes it a bit harder.
I very much liked the ambience of the game. The art was so fitting and was practically amazing.
Though like some other commenters, there were some issues with the dragging where it would just lag for me, every time I would try to move an object. I was most confused with the cube, as it mostly wouldn't move where I would like to move it to.
That aside, It is a very aesthetically pleasing game. A bit of work on the moving game mechanic and it would become a very nice and relaxing game.
Love the aesthetic and general flow of this game! The color palette, transitions, and sound design is all spot on.
I'll second the commenter below and say my biggest suggestion would be to make tweaks to the camera persepective. Because of the perspective it felt like objects weren't dropping where they "should". Much of the challenge was trying to compensate for this effect and that doesn't feel like the most interesting part of the game to be focused on.
Overall a cool experience, good work!
The visuals for this are absolutely spot on. The glossyness, the layering, it is very evocative.
The gameplay itself is fun, but I found myself struggling with the perspective. The instructions are a bit misleading in that you are told to click and drag, but the cubes don't work like that at all. This made it take a while for me to figure out the cubes. Catching the circles that are bouncing all over the place was fun once or twice, but I had to give up once you threw four of them at me.
Regarding the lag, I think Cronos Games is referring to the choppy movement of the spheres when you're dragging them.
Overall a fun package. A visually stimulating and unique game.
Some copy/paste reply included: I definitely spent way more time on the look/feel/sound than on the gameplay. I always fall into that trap. For the perspective issue: Yeah that's fair; I too felt like this was bordering on a rage game instead of a cozy game based on that.
Yes, I wanted to make the cube bois be a slingshot-like drag mechanic but ran out of time, so those break the rules I set, unfortunately.
Catching the spheres are easier when you use the triangles to bring up the protective walls, but if you never click the triangles, you'll never know that's what they do. It would have also been good to have the click collider larger on the spheres because it is just too hard to click right on them.
Thanks for the feedback!
That's not really a trap! As long as you could work on what you wanted then you had a succesful game jam :)
I'd also like to say it definitely was still cozy! That's why I kept playing. Some of the interactions were a bit frustrating but still satisfying to do. I was simply enjoying the vibes of the sound, music and visuals along the way.
The UI indicator on the cubes is great! Nice job. The lighting change makes it much easier to drop everything in the right position.
I'd like to clarify that there were no performance issues before, although I'm sure some people can run the game more smoothly with post processing turned off. It's just the spheres moving choppily when dragging them. I think it's something to do with the way the physics system interacts with how you are setting the position of the sphere to the mouse position. Hard to say! You should be able to find some tutorials on how to smoothly drag physics object using the mouse.
Gotcha, nice clarification. I haven't been able to reproduce the drag lag yet. I think GPT4 probably helped me write that method, lol.
I'm just playing it safe with the WebGL version by turning off Post Processing, and it didn't hurt the aesthetic too much. For some reason I did really like the film grain effect though, so I hope enough people get to see that.
I made a post-jam fixes version that hopefully fixes the lag for you. I'd love if you could check, but no worries if you don't. Thanks.
http://beard.games/axa
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