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Pressure Singularity's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme (How well the game fits the jam's theme) | #4 | 4.440 | 4.440 |
Overall | #10 | 3.205 | 3.205 |
Balance (Speed of the game) | #10 | 2.920 | 2.920 |
Fun (Overall enjoyment) | #16 | 2.640 | 2.640 |
Uniqueness (Originality of the game) | #18 | 2.820 | 2.820 |
Ranked from 50 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Me and my boyfriend played this, and it was alright.
The upgrades didn't feel unique, and everything just felt very same-y. The tank upgrades didn't feel like anything, and they always felt the exact same.
The generators felt very "one and done" You put 7 into one, then just forget about it and move on, though i will say that the creator's effects looked great! There wasn't much sense of progression, and all that would happen is that the balls would get slightly bigger, with no actual change, like color or speed.
There were a few walls, and the fact that the game was short didn't help the feeling of momentarily being stuck. Although I liked how the balls interacted, and how many there were, (it made my brain happy) they didn't really feel like gas! They just felt like orbs, which is fair.
The fact that there was just an indestructible tank in space which is ALSO a perfect insulator was pretty funny, and also loved the uncle just having argon around!
Speaking of the tank, we feel like instead of finding an indestructible tank, which was funny, we should have upgraded the tank and made it stronger, and a better insulator.
Overall, this feels like a run-of-the-mill clicker game that you see quite often, but it has potential. The basics were done quite well, and I'm excited to see how Takahiru develops! I hope they continue making games for the game jam, because it's clear that they have passion, humor, and skill.
2.3/5
It is not really fun when you remove all the ball for a big one. Maybe you can change the colour then so you feel progression?
It's a cute idea in a setting that I haven't seen before, short and sweet.
TLDR - The game tackles one of the most commonly under-represented elements of incremental games - the UI - but at the sacrifice of derivative gameplay mechanics and lacking, extended playability. This leaves a pleasing looking game, but one that is not very fun to play. There is promise that additional focus on adding unique game mechanics could make this a classic.
And now some comments on a few of these scores…
Creativity / Story
The theme is fairly unique, focusing on building pressure for …rich person space reasons, but the rationale for why and the story of the game is fairly one-dimensional. Not entirely unexpected for a game jam, but there is tremendous opportunity to create an unfolding plot and motivation for the user in future development.
Gameplay Mechanics
The game introduces the MacGuffin of gas as the stand-in item of increment and does not stray from it. It seems like most time spent during the jam was likely spent on the UI, which left the mechanics extremely derivative of so many other “pump and dump” incremental games, copying from cookie clicker, AdCap, etc, but with less playability. There is a reason why some of the most popular Incremental games on the market forego design for creative mechanics (A Dark Room, Candy Box, etc…).
The tie-in of temperature, and this pressure, to the mechanic of encouraging user interaction provides some alleviation to the copy-paste style of the mechanics; however, at the end of the day, the game mechanics are a carbon copy of nearly every other basic clicker game.
The game could easily be replicated in basic spreadsheet software in a matter of minutes, which should be a challenge to the developer to stress creativity and uniqueness in their game mechanics.
Style / UI
This is where development time was clearly mostly spent - with the visualization of pressure being both unique and pleasing. It does stop at the first door you come to, unfortunately, with no other visuals, UI, or design elements coming into play at any time, even when additional gameplay elements like Heat come into play, which is a major lost opportunity.
The interface itself is your standard button upgrade and click target - per the basic mechanics mentioned above. It does seem to work well on both PC and Mobile, although there are some bugs with upgrade buttons overlapping and becoming unpressable as well as level numbers disappearing - at least on mobile (iOS, Firefox).
Fun (Summary)
The game is fine - it’s a carbon copy clicker you’ve played dozens of times before from game jams. There is a saving grace with the concept of heat building pressure to increase user interaction, but that is the apex of any novelty brought to the genre with the submission. The developer clearly has talent in building web animations, and should continue to expand their skill set into theme building and put some major thought into creating unique game mechanics that revolve around them.
Most enjoyable. I liked the particles bouncing around visualisation. Gives you something to look at while you're spamming left-click. It would be useful to display what effect each purchase has on the button. I didn't know when it was best to buy the next pump/heater vs several of the last one.
"You may now go back and view your tank"
Aw yeah, you know that's what we are all here for!
It just didn't work. Pumps did nothing and I had to constantly click on the SI/Scientific button to display new upgrades.
A classic incremental game always makes me happy to see, especially one with such a cool display of your "Points" or in this case gas. The only thing that I can comment on negatively is just a bit of polish being required here and there. After purchasing the Star Pump, the text was no longer aligned with the upgrade boxes, which made it hard to actually figure out what I was purchasing. The Rusty and Good pump are well balanced but pretty much every pump afterwords was insanely fast. All of the permanent upgrades had good tool tips that explained what they did, but the main upgrades were either entirely lacking (Heater 1) or didn't really describe what they did other than "I am an upgrade." One small gripe was an unclear goal of what was needed to achieve the end goal, but honestly not a big deal since most larger scale games also struggle with that.
Now for the stuff I loved, just coming back around to the actual sphere that displays your progress in a visual way while also being entertaining to look at is so cool, like such an awesome idea. Even with some slightly unbalanced upgrades, I never felt I was stuck on one tier of gameplay for too long. Upgrading your ability to manually input gas was super cool and the upgrades for it made it actually viable to continue clicking unlike most games where it falls off very quickly. The story, obviously not very serious, was fairly funny. Seriously great work, excited to see what stuff you do next.