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Magneon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #25 | 3.296 | 3.296 |
Aesthetics | #34 | 3.370 | 3.370 |
Overall | #43 | 3.056 | 3.056 |
Sound | #53 | 2.741 | 2.741 |
Theme | #67 | 2.815 | 2.815 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like this kind of simplistic Neon/glowing graphics and would like to be able to do something similar for my games in the future. But I'm mainly a programmer / game designer so I don't have a lot of previous talent for visual arts. Is these kind of glow effects difficult to create? How did you create the assets for this game, if you are willing to share? Do you have any resources or general links for learning?
try a technique for the neon effect:
1) make the desired shape in white, a little bit tinted with the shade you want to have
2) duplicate the shape in another layer
3) tint it really the desired shape
4) apply a Gaussian blur to this layer.
(you can repeat 2) 3) 4) with more or less opacity)
Tell me if You have questions
I liked the game a lot! It has a great vibe, nice visuals, and interesting mechanics. But gameplay-wise, some adjustments need to be made. Specifically for the hitboxes - it feels too unforgiving and often unfair. Also, the WASD controls would be much more intuitive. My Up/Down arrow keys are half the size of normal keys, so it was really difficult to control the ball in these directions. It made it worse that Up/Down are the only two ways you can really go, since with vertical orientation, going to the side means certain death hahaha. But a great submission overall, good job!
The game has SO MUCH GOING FOR IT. The aesthetics are really nice, and the main music background is really soothing as well. The main issue is that the gameplay is so, freaking, awful. The player's hitbox and the opponent's hitbox are way too huge. So many times I have been hit a mile away by enemies. The attacking mechanic is garbage as well. Why don't you attack the moment you are full with points? It would make the game so much more fast paced and exciting. The combo mechanics doesn't really help too: it only collects in one blast, when you want to hit as many enemies possible in your blast anyways. It also has not too strong of a connection to the theme, as it could easily be mistaken for "attraction" instead of "magnetism". Overall, the game is soooooo close to being really, really good. A few changes to design decisions could really make this game amazing.
thank you for this honest feedback!
to begin with, I agree, I vastly oversized the hitboxes.
Regarding magnetism, I was inspired by this gameplay, that's why I pushed it like this, even if it doesn't have a literal application of it.
compared to the attack mechanics, I find that the delay allows the player to position himself correctly, because he does not "undergo" the timing of the explosion, because it can be frustrating if you attract too many balls at a place where there are not enough enemies.
I'm glad to know that with a few tweaks, you might like this game a lot!
Nice art and fun simple gameplay :)
Nice game fell.
Definitely one of the most fun games in this jam
Simple, addicting, amazing! Great execution on a simple idea. I could see this being a very popular mobile game. Wish there was a bit more to it, but I think the simplicity is part of the point in a game like this. Anyway good job!
Very fun idea! nice job!
Very good game. I love the visual effects.
Not the most unique gameplay but well designed and fun to play! Good job
I enjoyed the simple gameplay! I like the idea of having your attack not be fully within your control, really making you strategize your moves. Nice game!
Fun and satisfying when you get a big group of them! I like the glow and the combo response from the game, but I do wish the leaderboard was in so I could see how I rank. Very fun though :) nice work!
Ty for the feedback, leaderboard is in the Windows version, there is the link in the description. I can't wait to see your score in, can you beat me and my 11500 points :p ?
I like it, it was fun to play, the simplistic art style was nice. Good game overall!
Missing some progression system but still fun to play, great idea ^^
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I like the arcade type style nice game!
While bullet hell is not my strong suit, I found this quite nice to play! The core mechanic makes a lot of sense and the game is well-telegraphed so it's clear to the player what exactly is happening.
When I finished the game, unfortunately, it seemed to freeze and not allow me to return to the beginning or submit any sort of high score.
That part aside, if I were to make any changes to this game, it would be all pizazz. The player's speed being directly controlled by my keys is nice and responsive, but it feels jerky; perhaps make a fast acceleration to a maximum velocity instead to give the player character more weight. Squash and stretch on enemies can help indicate when they start moving towards you and give a sense of speed. When the enemies die, putting a little score indicator like "+1" where they died helps communicate that they are the scoring component. Small animations like this can vastly improve the feel of a game without changing the mechanics under the hood at all.
Very well done overall.
Awesome! I saw your game content on discord earlier. Good work
Really enjoyable relaxed bullet hell type game <3
I like the visual style of this game! Especially the magnet effect and charging for the explosion are really cool and adds lot to the value of the game. If the game still would have some explosion like visual effect when the enemies die it would be perfect!
Speaking of the explosion, it was really interesting mechanic that the nearby enemies get destroyed when enough collectables are acquired. It added an option for the player to take risks by getting close to an enemy horde to kill more enemies at once.
Otherwise the game was fun play at the beginning but it became repetitive after a while. The game mechanics or the enemies did not change and there was no difficulty curve to add tension. Maybe you could consider possibilities to add variety to the game as I believe it would really make the overall experience a lot better!
The magnetism theme is used but in the end it does not effect the gameplay a lot. It feels good as a player that the collectables fly in my direction when I get close but it somehow feels more like a increased usability feature or cool extra effect rather than a central part of the gameplay or mechanics. Might just be my opinion though.
thank you very much for this very complete feedback!
your impression of boredom as the game progressed led me to integrate a new function before the end of the jam: the COMBO!
i hope you will enjoy it
Sounds cool! I tried the game again and happened to the COMBO few times but I'm actually not sure how it happened. Could you elaborate how the Combos work. Does one need to manage the explode multiple enemies at once or explode multiple times in a short interval?
Kill 12 enemy in one explosion get you the combo multiplicator. 4 in a row and you got x4. If you kill less thn 12 enemy,, combo falls down
Thanks! I tried the game again with this knowledge. It was fun to try to lure enemies close to kill more of them at once. This was a good addition. Especially with the visual effect after getting a few combos in a row it now feels more rewarding to kill more enemies at one.
Really nice game overall! I left a rating for you.
I would really appreciate if you would try out my game too. I would like to hear what you think about it so please comment & rate if you have anything to say about it.