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MO-MEN-TUM's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #18 | 3.952 | 3.952 |
Overall | #57 | 3.571 | 3.571 |
Audio | #77 | 3.190 | 3.190 |
Graphics | #104 | 3.143 | 3.143 |
Mood | #104 | 3.095 | 3.095 |
Theme | #105 | 3.238 | 3.238 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Well this was a fun arcade game.
The shadows were very awkward, I assume you were trying to go for something like a 3D effect which feels a bit incomplete.
Something else which kind of bugged me was that the "momentum" was always at the bottom of the screen, which was a questionable design choice for a game where you always have to keep looking up.
Still these didn't detract too much from my enjoyment, well done!
Thanks for playing! I know the shadows are weird I was just trying them out. Didn't work out so well. Interesting take on the meter I put it at the bottom specifically because you were going to be looking forward so I didn't want it to get in the way of seeing what was ahead.
Cool idea, very unique! I liked the graphics, nice idea with the shadows!
This was an interesting entry to play! From the name I somehow convinced myself that this was a physics game, but it's definitely not that. Maybe closer to a top-down shooter, but still different? It's definitely a unique gameplay experience, so congrats on the idea!
I did find some frustration with the controls -- in full-screen, the character did not shoot towards the cursor, and not in full-screen, clicking off the game window spelt an instant game over. Since my strategy basically was "hug the left of the screen, snipe the enemy that spawns above while it's offscreen, then shoot at the enemy that spawns from the right (at first sniping it offscreen, and gradually just shooting more and more behind me)," I guess I was more prone to clicking off the window than the average player would. However, the game has an addictive quality that made me keep on coming back for more, and eventually I made it to the end. Great job on the game, and I'd definitely be interested in seeing more!
Pretty cool mechanics and nice shadow effect. I would like for the momentum to build up a bit quicker, making the sessions shorter. Congrats!
Thanks for playing!
Really nice entry, the momentum mechanics are cool, and graphic's too! Would love to have it as a mobile game, I hope you'll create a build for Android, resizing the game resolution :)
Thanks for playing! I'm working on expanding the game at the moment. I'll see about a mobile version.
Nice little game would be perfect on mobile
Thanks for playing!
Nice Game but i would be better, with highscore's and np: upgrade system!!! Think abount it!!!
Thanks for playing! I totally agree I’m working on a full progression system as soon as the jam is over
Nice!
Very nice, enjoyed playing it! Unfortunately, the linux build doesn't work (or with a size of 2 KB is probably not really there), but I managed to run it with Wine with some minor hiccups ;) I really like the theme of "gaining momentum" and the game play. But the enemy shadows were a little "too much" for my taste.
Thanks for playing! I have no way to test the Windows or linux builds sorry that caused you issues but I'm glad it worked out.
The momentum really is a great idea. I like how things slow down or get faster depending on the situation. And I loved the shadow-y effect too. Nice entry!! :)
Thanks for playing!
Hi. Really liked it, well done! The very first few runs very quite challenging and failing and trying again was satisfying as the game truly benefits from some skill improving.
My personal suggestion going forward, especially as you mentioned you want to keep working on it, is to work around the difficulty level: once enough momentum is gained, I found myself to be almost unstoppable. I failed many times very early, but the first time I passed the, say, 20 seconds of gameplay I immediately reached the end.
Another (minor, after only three days of jam) point is the shadowing of enemies: for some reason I get confused by them having "infinite" shadows (suggesting they are taller than the camera view).
Other than these, I really enjoyed it! I totally agree this should be taken further because it has potential!
Thanks for playing! I agree with everything you said. This is a game that is going to take a ton of tuning to really work out. Also thanks for the mentioning the shadows I hadn't thought about that.
a great game, weird shadow and really hard ;)
Thanks for rating and playing!
Hello, i find your game to be fun. I like how dodgeable the enemy projectiles are, I also like how you slow down when hit, instead of having a hp bar, but this gets to be a double edged sword. It is a creative outlook on the gameloop, but once a lot of the angry red dudes gang up on you it almost always ends up in a loss. Also, those enemies can shoot through the stone walls. Now, I don't completely understand what the point of pushing the green line is, I suppose it's just for show. Speaking of show I appreciate the attention to detail, the way the shadows move, the subtle camera shake and that player hair thing, but I digress. This poses a problem, because I don't really know how to tip you off on fixing the slowing down thing. Maybe just dial down the enemy range, not the firing range, but I think some angry dudes join the party uninvited, if this is not the case and the enemies are spawned or something, I recommend reducing their quantity. All and all I'd say this is a successful prototype. I don't know if there is more than one type of enemy, because I didn't get all the way through the game, so I can't help with the ending sequence or that said enemy. But well done, I like the music and the sound effects as well, enjoyed the game.
Wow thanks for the detail. A few things. 1. The green line is is to give you an incentive to move forward. as you push it forward it adds points to your momentum. 2. the enemies shooting through walls is a bug 3. the enemies scale with the game. Certain things scale with hidden timer like the enemies rate of spawn and health and other things scale with player momentum like speed and bullet speed. so when you get slowed down the enemies shots dont laser you but its also impossible to get fast enough to outrun the enemy bullets. but I agree the Enemy AI needs a lot work to make it function well with the main mechanic. As it is its a pretty stock follow and shoot AI from tutorials. Thanks for playing!
The line thing is really cool, I feel like it counteracts the said problem, didn't know that. Have a chill day.
Thanks so much dude!
Cool game!
Thanks for playing! congrats on reaching the end!
Love the line-of-sight mechanic and the momentum concept is also really clever. Nice work!
Thanks for playing! tbh the line of sight stuff was just me having fun with the new 2D lighting in unity for the first time.
Very interesting gameplay mechanic! The overall mood and feel of the game is great too!
Thanks for playing! I'm hoping to work out the kinks of the game. If you have any suggestions feel free to let me know.
WOW! Really loved this game! Although I did find I a bit hard to tell when i got hit.
Shoot I shoulda thought of that. Thanks for playing. I would play your game but I've got a Mac :/ (This seems familiar ;D) I give you the award of first rate and comment