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A jam submission

VOIDView game page

Submitted by The Great Neko Neko — 8 hours, 23 minutes before the deadline
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VOID's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#43.8333.833
Overall#53.8333.833
User Interface (UI/UX)#54.0004.000
Sound/Audio#93.0003.000
Visuals(Graphics)#103.3333.333

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://thegreatnekoneko.itch.io/void/devlog/675165/devlog-11-improve-my-game-jam-31

Developer Feedback Questions
I mainly focus on redoing the level design to improve my game, so I am looking for more feedback towards the levels, things like are the levels too difficult, annoying, repetitive, not explain well enough, confusing, etc. But I am also open to talking all feedbacks.

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Comments

Submitted

I like your game a lot! This idea has some really cool potential. Everything is clear and understandable and well executed.

> I am also open to talking all feedbacks.

If you are open for alternatives/changes, here the things that came to my mind while playing:

  • Mouse / touch only. Mechanics that doesn't require A / D controls, and in ideal, make playing the game even better with such a limitation.
  • Have used A/D only in that moment when it got introduced, so it seems like the mechanic can also "live" without players triggering a rotation
  • Instead, I would experiment with the following alternative: Make timing matter and letting it be a crucial part. What I mean by that: Some/most targets are rotating by themselfs - forcing players to analyze the whole level upfront (how do I have to move to complete the level?) and then execute it by jumping to the next targets just in the right moments and "in one go". When they miss one of the jumps, the target turns them into the light obstacle and they have to restart. There might be some non-rotating targets to let players catch breath.

Wish you good luck with you game. Well done!

Submitted

Hi!

I love this game! Very intuitive, literally immediately clear what the player have to do.  I think you have a good sense of difficulty scaling, the levels always feelt reasonable. The core gameplay is pretty flashed out, so the only thing i would suggest to make the game more thematically interesting, like why im doing this? Im a secret agent avoiding detection, or a mobster running away from police lights? 

Thanks for the game and keep up the good work!

Submitted
  • Overall: The puzzles are pretty cool and the explanations are clear.
  • Fun: It was fun to figure out where to shoot the guy. I liked the rotating parts.
  • Visuals (Graphics):  Nice and clear vector art! Might be cool if the "light" had some glow or particles too.
  • User Interface: This simple style does fit~ and super cool screen transitions.  The level select could us some better/bolder font.
  • Audio: Great sounds!

Great work and keep it up! Please check out my game when you can :D