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Speedrun Dimensions's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Balance (Speed of the game) | #2 | 3.596 | 3.596 |
Fun (Overall enjoyment) | #4 | 3.742 | 3.742 |
Overall | #5 | 3.683 | 3.683 |
Theme (How well the game fits the jams theme) | #7 | 3.876 | 3.876 |
Uniqueness (Originality of the game) | #8 | 3.517 | 3.517 |
Ranked from 89 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fast and easy fun. Felt like the only game this jam that was perfectly balanced. Definitely a step up over A Dark Void and I had enjoyed that one quite a bit too, so keep it up!
Aw, thank you so much! Balancing was really hard, I only had the chance to play through the full game 2 or 3 times so a lot of it was guesswork. And yeah, I think that I've come a long way from A Dark Void; this game is much more active and engaging! :3
I want to look into making games with actual graphics next, either in the incremental genre or not. Thanks for playing and commenting! :D
I have a repetitive stress injury, so I had to use an autoclicker for this one (Clicking is fine, mashing click on one thing isn't.)
The first time finishing each new run was fun (rapid clicking aside), but repeating it wasn't so fun, since there's nothing new after the first time. I ended up bringing up an older run and letting it idle in the background.
I enjoyed the game, nice mix of idle and active progress that both felt viable. A little bit grindy at the start but not too much... to be honest I'm not sure if this game would play worse without grind, because that seems to imply that there's a specific way to complete each challenge, whereas the current approach lets the player grind their way through rather than get stuck.
What might be a nice improvement is an interactive difficulty indicator before starting each challenge. Just a coarse-grained "impossible / hard / easy / trivial" based on static multipliers so players don't get stuck trying to finesse a level that really requires a higher multiplier rather than better timing.
The premise of different challenges that test different mechanics leading to different kinds of upgrades is clever. It seemed like you were on the path of having each speedrun unique both in gameplay and reward, but then you didn't dive fully into that.
The most interesting upgrade to me was the one with a multiplier based on how much you completed speedrun 3 (save wiped, forgot if that was exactly it). I think the game has a lot of potential if you continue leaning in that direction, so that your various speedruns feed back into each other and the different challenges evolve over time in how you handle them. You already have a bit of that in your upgrades so you're not too far off.
Yeah! I really wanted to get more strategic with the speedruns, but I didn't have time for all of the balancing and brainstorming needed. I think that it would be really fun to go back into this idea with a cleaner codebase and maybe some play-testers along the way? I'll definitely keep this in mind as this is my favorite game that I've made so far! Thanks for playing and commenting. :3
Enjoyable, more clicker than idle with an end. Nice interface.
Yeah, there is a lot of clicking! :(
I think that I could've made it longer just by making things cost a bit more, and in retrospect I probably should've done that. The biggest issue with my game last IGJ was that it was too idle, and there was no player interaction by the end so I wanted to try something new here. Thanks for commenting, and I'm glad the interface looked nice! :3
Fun- Had pretty good fun with this game, a bit too clicker-y at bits though. Game generally scales fine and fairly reasonably.
Balance- Average, a bit too much waiting at times while being quite active at others. Still not that bad.
Uniqueness- In terms of the buildings, not too much new stuff. The speedrun is a new mechanic though and I'm kind of sad it didn't get developed into something further, like what if you could gain more prestige from getting more energy points? What if max energy points in any speedrun mattered?
Theme- Game generally complies with theme, and utilises it to its full advantage.
Overall good submission, would like to see it get developed more.
I like the idea a lot, although I think there was some missed potential with making how quickly you can perform the speedruns being more than just a binary win/fail system. A bit click heavy at times - while I think it makes sense to require fast, active play to simulate performing a speedrun, I don’t think clicking as fast as you can is a great way to do that. Overall, a good enjoyable game - it has a good amount of content for a jam game, but I’d love to see more that further explore the premise!
Fun: 4/5
I don't mind clicking a lot, but for those who don't want to spam the mouse some sections might be annoying.
Balance: 3/5
With the split between active clicking and idling certain speedruns, I would have liked there to be multiple avenues of progression in the game, but it's pretty linear in the path towards completion.
Uniqueness: 4/5
Unlocking runs with higher goals and differing mechanics was a great idea!
Theme: 5/5
Pretty clearly about time, each run has a time limit. Great job!
Also, 45m 20s. Time to get a leaderboard up!
Fun: 4/5
There were some parts of the game where it kinda dragged (grinding PP mostly) Clicking a bunch is also not that fun.
Balance: 3/5
Pacing felt weird with the first few challenges. I mostly grinded 3; that's probably intended since it's idle, but if 4 was more rewarding, I would have focused on that instead of going for idle gains in 3. Also kinda sad it ended at 6
Uniqueness: 4/5
Nothing super new, but speedrunning is cool.
Theme: 5/5
Hey, thanks for playing! Yeah, some parts were more idle than others. (I didn't add time walls just to make the game longer, I just added them so the player wasn't constantly clicking 4 different buttons at once.) Thanks for commenting, and congratulations on beating it! And yes, there aren't that many speedruns :(