Play clutter
2N1's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay Innovation | #11 | 3.771 | 4.300 |
Uniqueness of Metaness | #50 | 3.245 | 3.700 |
Overall | #50 | 3.157 | 3.600 |
Fun | #54 | 2.982 | 3.400 |
Audio | #60 | 2.631 | 3.000 |
Aesthetics | #70 | 2.807 | 3.200 |
Metaness Quality | #84 | 2.807 | 3.200 |
Humour | #87 | 2.193 | 2.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Relevant Metaness Categories
How is your game meta (within each relevant category)?
Game Mechanic Deconstruction:
- abusive game (though not exceptionally so)
- approximately two discrete but overlapping games/systems
- subverts breakout mechanics? -- whatever that's worth
Other:
- some ui elements (e.g. number of remaining balls) are game-world objects and/or directly interact with play
- tries to remind you that you are looking at a screen
- muddles spatial habits
etc.
Please list any pre-made art/music/other assets that you used.
font = arial, unity's default font
cube and sphere meshes are from unity too
How many members in your team?
Anything you want to say to players before they play?
This is a prototype. Level pacing is rather uneven. Things pick up by level 2, alas.
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Comments
I found it quite difficult to beat even the first level, but I appreciate this game's uniqueness and weirdness!
Very very neat. I couldn't figure out why I was losing at first. But man, I loved finding out! That was a neat experience. I do agree that you should distinguish the breakable objects OR add more surprise breakables to add to the effect, it's in an awkward middle area!
Great job on this!
Wow, that was thoroughly a mindblowing experience (this is what's game jams are for!). Needs some way to distinguish the breakable objects. Walking towards walls seems to be the strat. Maybe a level where you have to actually navigate the player to a location?
Delightfully confusing! Not sure what I am supposed to do when the game asks me if I want to exit. But exploring the different way to loose, and discovering that the UI was physically present in the game, was really fun!