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A jam submission

SPLTView game page

MiniJam 111 Submission
Submitted by Szyntax — 50 minutes, 1 second before the deadline
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SPLT's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#2512.3723.000
Use of the Limitation#2821.8972.400
Overall#2872.0952.650
Concept#2932.2142.800
Enjoyment#3001.8972.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Matthew Aymar

Software used
Unity

Use of the limitation
Through increasing enemy difficulty based on how the player manages their time across dimensions.

Cookies eaten
Unfortunately none :( but I did have some banana bread if that counts.

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Comments

Submitted(+1)

Hey, I played your game on the stream

 

stream timecode - 1:10

he game begins at once with a very difficult level

Please give my game a try if you have some time!

Developer

Thanks for checking it out, I took a look at yours too and it looked great good job!

Submitted(+1)

Nice art direction, love he visuals, It gets too chaotic too soon,  and a bit har to use controls apart from that it was a nice experience 

Submitted

Cool game, though I had a bit of trouble with the controls.

Submitted(+1)

I really liked the idea of each dimension affecting only itself; once I understood that I can dodge bullets by going to the other dimension, it clicked for me. Before that, it just seemed impossible to dodge everything. But really, it's about managing the amount of any one colour on the screen at a time. Clever!

The controls were a bit hard to get used to (also, I couldn't use dash; I used it once, and then I could never use it again for some reason, even after I reloaded the page). Also, in a bullet hell, standing still to shoot seems problematic, so maybe not having the aim lock you in place might be good?

Not sure about the melee attack; it seems nice to have something you can use if you're out of bullets, but I ate several bullets before getting near any enemies, so maybe it would be better to give the player some ranged options instead, or focus on making the gaps between reloads as seamless as possible (which you already do pretty well with being able to reload while moving and the dash reload on a kill).

Overall, a pretty nice game; well done!

Developer

Thanks for the advice! Im glad you had an overall positive experience, sorry about the bug ;-; I have some ideas for this and it would definitely remake the controls completely :)

Submitted(+1)

Cool concept with some slick presentation.

The controls were a bit finicky (especially for shooting; maybe ctrl to start aiming?).