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A jam submission

ABSTRACT DASHERView game page

Ultra-fast auto-runner
Submitted by Steventus (@SteventusGames) — 10 days, 13 hours before the deadline
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ABSTRACT DASHER's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#13.7503.750
Audio#24.0004.000
Overall#23.5003.500
Graphics#32.7502.750
Gameplay/Design#43.5003.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Thoughts on gameplay and game feel preferably!

What did you update?
Gameplay, Audio and UI changes. Full changelog here: https://steventus.itch.io/abstract-dasher/devlog/343443/abstract-dasher-post-jam-is-ready

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Comments

Submitted(+1)

I'd echo the sentiments of the other reviews here about the slippery controls.

There were plenty of times I felt like I should have been in the right position to hit the target - but wasn't - or required a tiny micro adjustment and ended up overshooting it.

If I were looking to improve this I'd maybe think about locking the player to a number of discrete 'lanes' and letting a single tap side-step you between them.

Other than that the graphics and audio were fine. I also agree you could look into using something other than the default font just for polish.

There are plenty of indie font makers out there that have both paid-for and free versions of their fonts. I really like SomePx or ChevyRay's pixel font packs.

(+1)

Hey a juice jam submission!! That was my jam 😂I played this for a LOT longer than I expected to, which is definitely a good thing.

I'd echo the below comment in saying that the controls are a little touchy, I think I'd prefer to move 50% of the distance side to side.

I actually think you could get away with keeping the slippery controls at boost speed - it felt a lot more "uncontrollable" which is definitely the vibe you should be going for at max speed! 

If I had one complaint about juice/vfx, it would be that there's not enough there when you stop boosting. A change of FOV or something like that would really help there.

I don't necessarily agree that variation is required, but I think the visual style could do with tweaking a little bit. Lean into the "abstract" and swap the rocks out for groups of boxes. I'd maybe also try making everything shiny - increase the "metallic" setting on the shader and add a bunch of bloom, maybe? And swap around the colour scheme, I think something more vibrant and saturated would do really well, like this: https://coolors.co/palette/f72585-7209b7-3a0ca3-4361ee-4cc9f0

Minor point, but there's a bug where my high score kept increasing after I died 😜 

You also need to use a better font! It'll make the whole think feel a million times more polished. Raleway might be a good shout? https://fonts.google.com/specimen/Raleway

Overall though, great job! 

Submitted(+1)

In my opinion the controls feel too touchy and at first I had a hard time seeing what I was controlling. The obstacles need a bit more variety as well. I honestly had a lot of fun playing this game and if you decide to update this game I would play it again without hesitation. Well done! 

(+1)

I think that overall it was pretty good, definitely addicting. I think that running into rocks should either kill you, or more heavily impact your speed. Also, while using the speed boost it is incredibly difficult to dodge the rocks, I would either make it so they spawn less frequently during the boost or give the player invulnerability during the boost.

I also feel that variation would help out a ton, right now the only obstacle is rocks, I think some variation both in obstacles and player moveset would help out.