Really love the concept and the signature 'Mouflon Cloud' style of colliding fonts and styles! The gameplay is a bit on the simple side and my game just went on forever until I called it quits. Could be another killer app with just a bit of difficulty tweaking, or variation in gameplay or addition of modes, etc.
Play game
Can You Make It?'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of console | #2 | 4.421 | 4.421 |
Overall | #3 | 4.088 | 4.088 |
Fun | #4 | 3.895 | 3.895 |
Creativity | #8 | 3.947 | 3.947 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Pre-made assets
I used sounds from my last game and a song from Freesound. All credited in… credits ;-)
Discord username
endlife#2648
Comments
I love the visual style and the game is super simple and easy to pick up! Nice job
Love the visual and auditory style! I really enjoyed the game and liked the difficulty curve at first, but kept waiting for it to get truly chaotic and hard, which never happened. I also wanted a reason to care about my score (and by extension, keeping the crank in the slice for the full time), but the score felt unimportant with endless levels and the need for lives. I wonder if this could be solved by either:
- having predefined stages and tracking high scores per stage, so there would be fixed points where players could compare their score
- having a timed mode (score driven) separately from endless mode (life driven)
- unifying score and lives into one stat, so it subtracts score when you miss and the challenge becomes maintaining a high score
These are great ideas! Thanks! The turn into chaos comes around lvl 20 as it is right now, because the game starts shortening time of one step quickly (theres 12 predefined levels and after than they’re just randomly selected and fastened). I think that both a nicer difficulty curve and a better scoring system is needed. I probably won’t go towards unifying levels and score, but a penalty for missing is definitely something I want to try out.
I’m leaning towards procedurally generated levels (with a chart showing what awaits the player in the next level), but so far I haven’t tried it — I’m just fixing bugs and untangling the chaos code from the jam to eliminate weird bugs ;-)
Also, timed mode is a great idea!
I found that if you just go nuts on the crank, you'll hit all of the slices without losing a life. I was able to play far longer than I should have, just waiting for easier levels to score points.
Unique gameplay, though! Good game!
Trying to somehow outlive harder levels and score in the easy ones, that’s a valid strategy I think :) But I’ll need to tune the level parameters to make it a bit harder (it becomes boring quickly, especially if there’s no zig zag between easier and harder levels).
I’m working on a simple system that starts with the level number and then distributes the difficulty into each of the parameters (as described in the devlog). That may bring some gameplay surprises, but I’ll need to look for extremes that are a bit too much (like too many slices or combination of too fast and too long sequence etc.)
(And thanks for playing! <3)
This one is a pretty neat Simon says like game! Pretty visually appealing and the use of clicky sound effects makes it nice for replayability, good work!
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