I'm taking note of the improvements and fixes that all of you suggested and I'm working on a new version. I'll release it when the jam is completely ended.
Thank you all, and I'm sorry, I'm relatively new in the game jam world and i went run off time, so I made it too quickly for adjusting these details.
But I found this jam funny because it's useful for training my time management.
I definitely would have liked a tutorial, as well. Requiring the player to balance between speed and control is a good idea but I think there's a bug. You have almost no control at low speeds and perfect control when going fast. It made it so that slowing down was a death sentence.
Yes, maybe I should invest more time on the controls when slow for making them more friendly. A good control going fast is intended, because in this game going fast has two drawbacks: web is consumed, even if you wan't to, and the scenary is pretty narrow, bot I understand reducing speed should not be so fatal as it is...
I like the concept, and the art is pretty nice, but the gameplay is very confusing. There are no instructions, I can't tell what the "powerup" thingies are, and the controls are very confusing. Some times when I am turning I seem to slide all over the place and "spin out", completely losing control of the spider, while other times when I turn the spider does a sharp, controlled, 90 degree turn. Also, I'm not sure how the web mechanic works, but it seems to come out at random times. Also, one time a fly just broke through my web? I thought the point was for the web to catch the flies.
With tighter controls and a tutorial, I think this could be a great game.
Also, please make a simple way to exit the game (like an exit button on the menu) and give prompts of what the user has to push to continue after dying (like "Press space to restart").
Yes, the controls are very tricky, I know... Maybe too much... The idea was to make the player take a balance between speed and control.
Spider web is spawned when you move fast, the bar shows your remaining web charge. The power ups are extra web charges.
The web damages the flies, being destroyed in the process (The fly slowly gets "wired", so the web ends attached to the body of fly, reducing its health, when this is reduced completely, fly gets wired and is killed). This is intencional, but I should have shown it more clearly.
Thank you for your opinion, I'll take into account the tutorial for the next jam and for future versions of this.
For short game jams, a simple tutorial screen with text (and maybe images) explaining the controls and the mechanics of the game (basically a short version of what you explained here) along with a sentence explaining the objective is usually enough, but it goes a long way. Definitely a lot of potential here :)
Comments
Hello, next jam ...
you'are welcome
https://itch.io/jam/one-minute-game-jam-2
for me
theme: 5/5
gameplay: 4/5
design : 5/5
very cool, true pixel rotation, very nice.. a little hard :)
I'm taking note of the improvements and fixes that all of you suggested and I'm working on a new version. I'll release it when the jam is completely ended.
Thank you all, and I'm sorry, I'm relatively new in the game jam world and i went run off time, so I made it too quickly for adjusting these details.
But I found this jam funny because it's useful for training my time management.
have you got a .exe?
Into the compressed folder there is a WireSpider.exe file.
For playing the game, uncompress the content and execute this file.
I definitely would have liked a tutorial, as well. Requiring the player to balance between speed and control is a good idea but I think there's a bug. You have almost no control at low speeds and perfect control when going fast. It made it so that slowing down was a death sentence.
Loved the art.
Yes, maybe I should invest more time on the controls when slow for making them more friendly. A good control going fast is intended, because in this game going fast has two drawbacks: web is consumed, even if you wan't to, and the scenary is pretty narrow, bot I understand reducing speed should not be so fatal as it is...
I really appreciate your feedback.
I like the concept, and the art is pretty nice, but the gameplay is very confusing. There are no instructions, I can't tell what the "powerup" thingies are, and the controls are very confusing. Some times when I am turning I seem to slide all over the place and "spin out", completely losing control of the spider, while other times when I turn the spider does a sharp, controlled, 90 degree turn. Also, I'm not sure how the web mechanic works, but it seems to come out at random times. Also, one time a fly just broke through my web? I thought the point was for the web to catch the flies.
With tighter controls and a tutorial, I think this could be a great game.
Also, please make a simple way to exit the game (like an exit button on the menu) and give prompts of what the user has to push to continue after dying (like "Press space to restart").
Yes, the controls are very tricky, I know... Maybe too much... The idea was to make the player take a balance between speed and control.
Spider web is spawned when you move fast, the bar shows your remaining web charge. The power ups are extra web charges.
The web damages the flies, being destroyed in the process (The fly slowly gets "wired", so the web ends attached to the body of fly, reducing its health, when this is reduced completely, fly gets wired and is killed). This is intencional, but I should have shown it more clearly.
Thank you for your opinion, I'll take into account the tutorial for the next jam and for future versions of this.
For short game jams, a simple tutorial screen with text (and maybe images) explaining the controls and the mechanics of the game (basically a short version of what you explained here) along with a sentence explaining the objective is usually enough, but it goes a long way. Definitely a lot of potential here :)