Play game
Atlas Hugged's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Thematics | #2 | 4.500 | 4.500 |
Fun | #3 | 3.750 | 3.750 |
Mechanics | #3 | 3.750 | 3.750 |
Overall | #3 | 4.000 | 4.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Link to Source
https://github.com/dontpanic5/project-atlas
Jam Experience
Plenty
Have participated in a few jams
New Hampshire Region
Hillsborough County
Includes Manchester and Nashua
Leave a comment
Log in with itch.io to leave a comment.
Comments
I really enjoyed the concept and style, reminds me a lot of Katamari Damacy. I got stuck on the level with the windowed room where i could not see the last ball well enough to line up my shot. I think there's a lot of opportunity with the idea with levels in a mini-golf style progression. Puzzles with different size holes where you need to be strategic about the size of your earth for each 'growth'. I would prefer if the action were more like golf with multi-step action phases. First you position yourself then lock that in for the lining up where you can move the camera around freely to get the right angle and finally pull back for the strength of the throw. Overall a well conceived and executed submission!
Thanks!
lol you were one level shy of experiencing our implementation of this
Conceptually and thematically I loved it. The world itself looks great and shiny, very appealing…I want to lick it because it’s so shiny. The idea that this is FOREVER TORMENT is also fun conceptually.
The mechanics though I found challenging, as lining up shots was difficult, and the way that the camera would reset randomly (?) would mess things up. So overall, the challenge of the mechanics came across not as “oh, I could do better”, but more as “I do not have the control I need to do what I can clearly see I need to do. Not being able to look up was a problem. The very poor accuracy on keyboard and controller for fine movement combined with the limited view distance made it more frustrating. I had no idea what F was doing to reset the camera. I thought it would position the camera straigt ahead or put it back at a distance, but it seemed random.
I considered that the finicky controls might be part of the “forever torment”, but it is more of a torment of the player than the protagonist so I’m not sure. I think there are sequences in Metal Gear Solid where the controller is made to do weird things like this; that might be an interesting way to show how the gods are messing with ya.
I got through the first two levels, and then pooped out on the third throwing stuff into the pit in the middle. I thought that was cool how the environment changed. I thought that maybe some billiards-style camera controls would have been nice to have!
Characters were nice, environment was cool. I don’t think I noticed any shadows which might have helped ground the world for me better. Maybe a touch of cheap fog for atmospherics? Anyway, I did enjoy playing through the puzzles and the concept a lot!
F just toggles between looking at the player vs the world. But it's not quite there, sometimes it will toggle but just chill far away until you move. It was a conscious decision to not allow the player to move the camera manually, I liked having it be simpler.
The game really wasn't meant to be played with keyboard, so yeah it's not going to come across well.
Thanks for playing!
I had so much fun with this game. The puzzles were thought provoking, especially that last one!
Great little guy there