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Zenith's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #4 | 3.833 | 3.833 |
Presentation - how does it look/feel? | #5 | 3.909 | 3.909 |
Entertainment - how enjoyable is it? | #6 | 3.682 | 3.682 |
Creativity - how original is the idea? | #10 | 3.909 | 3.909 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very interesting physics-based gameplay, love it!
Loved the colour pallet and the spring rope physics. Surprisingly fun!
The art work is fantastic and has a great feel to it (maybe the upper bar could be made more distinct to show that it is for pinning the pieces there). The gameplay itself didn't catch me as much. I am really interested to look at the soruce code as I wonder how you made things work and it keeps running so smooth even with tons of the little tokens.
This game is beautiful, easy to get started, and grows in challenge. Love how chaotic it gets.
Loved this! Simple controls, easy to pick up and play. Was pleasantly surprised that I could match characters that I hadn't yet tethered. That helped me out of some sticky situations. The frame rate really tanked when things got intense and there were a lot of characters on screen, though.
neat idea, alas my only cursor input device is a trackpad and dragging is its weak point
fun, so smooth!
I adore this. Simple, elegant, very fun - incredibly well-executed!
Having to make choices like having 3 unique runes pre-selected while waiting for the 4th one to spawn for a heart, or going for 3 now to clean up a bit, as well as pulling off midair matches in a pinch makes this game really fun to play. Good job! I managed to get 177 but I might try and go higher
Kinda cozy.
The combination with the physics system is quite interesting, but I'm not sure if it's due to my computer's hardware or not. As the number of characters on the screen increases, I encounter noticeable frame rate drops that significantly affect the gaming experience.
Totally, this definitely seems to be hardware dependent, and possibly browser dependent too. Thanks for your feedback.
I've tested this on a few different devices, safari browser and some other devices seem to struggle. I'm guessing it's because I'm leaning heavy into canvas filtering which I think may be the bottleneck here. I'm using the canvas filtering to color/recolor a lot of things so could be fixed if I took the time to create the new sprites instead of recolor them the way that I'm doing.