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Cube Shooter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #49 | 3.200 | 3.200 |
Overall | #80 | 2.750 | 2.750 |
Enjoyment | #81 | 2.533 | 2.533 |
Use of the Limitation | #87 | 2.733 | 2.733 |
Concept | #89 | 2.533 | 2.533 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Just me (Magika)
Software used
FL Studio, Unity, Blender
Use of the limitation
The player never stops running, and the cube you hunt constantly moves around
Cookies eaten
60 crackers
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Comments
I love the aestetic it's pretty unique ! (I was not sure what to do however)
Really liked the visual style and music!
This has some late 90s demoscene graphics wibes which I like a lot. Wasn't sure when the game ends though cause I was just running around the same level back and forth.
Thank you for playing
Unfortunately, the game has no ending, so giving up was the right decision
I grew up in the 90s, so this style was pretty familiar to me. I also played through Pseudoregalia recently, and that lead to some of influence on visual simplicity.
Also, as a team of one, something was going to have to give :)
I like the concept, hunting around a level for an enemy to kill, but I think the game's biggest issue is the camera: it makes trying to go left at all very frustrating, and my projectiles seemed to not go where I was actually aiming (though this may not have been a camera issue). But that's relatively easy to fix, and I think you really could take the concept pretty far with a larger stage to play around it.
Thank you for the feedback.
I also was unsatisfied with the camera implementation, but I left it in to get feedback. The rotation is what lead to the aiming problem, as the aiming coordinates were originally based on a fixed angle camera, and then the issue was introduced when the rotation was added. The fix should be pretty easy as you said, but I didn't discover this until late into the project, so I wasn't able to fix it before release
I also have some ideas for larger levels, and actually designing the layout of the levels is something that can be done very quickly, but I wanted to have a more robust camera system in place before doing that
I really like the graphics in this game, they're simple but they have a really distinct vibe! I especially like the background, that was a really cool touch. Also the camera shifting along that long straight path? Super cool! Kind of unsettling. Am I the only one who tried to jump off the end into the abyss? Unfortunately it does get a little tedious after a while, just running back and forth on this small level. I would've liked to see more!
Thank you for the feedback.
Believe me, I jumped off the end as well. :)
I almost considered adding that into the game intentionally, but I wanted to focus on getting the platforming right first. Thinking about it now along with some of the other feedback I've been getting, jumping off the end as a level transition seems like a neat idea, so I might add that feature in the future if I continue working on this one beyond the game jam.
Also, glad you liked the camera effect. After I implemented it, I thought up a better way to design levels where there are multiple camera positions, so I'll definitely be using that technique more in the future
The game has a very interesting and beautiful visual style. Also, the controls are cool, but it’s not entirely clear how the limitation are revealed
I agree the limitation implementation is weak in this entry. In this case, it's just that the player never stops moving, but it doesn't affect the gameplay too much as it is in the current state. I intended to add some hazards that required avoidance, but they ended up getting cut for time.
so, its very good! like very good. but like, its not enough... it was so little. and also shooting could be better. well done! i like it!
Thank you for playing and giving feedback
I feel the same way. It was hard to make good trade offs on time, but I ended up deciding to go with getting feedback on the core systems I implemented over more/complete content, even if they had flaws.
The shooting issue is likely caused from a bug due to the camera rotating as you move further in the stage. This made the firing angle much more inaccurate as you move to the right. I did find a solution to the problem, and I plan to implement the fix in the future, but the control was "good enough" to get feedback on since a player could still adjust the angle to compensate
the music is really good and i like the player character's design but i didn't get what i was supposed to do. after chasing the cube through the map for a bit it looked like it was looping so i gave up, is there more?
Thank you for playing and for the feedback.
Unfortunately, that's all there is to it for now. With the limited time, I opted to get the control and movement working as nicely as possible in order to get feedback there over game completeness.