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A jam submission

TriJam-176: Loading BashView game page

when loading the game _is_ the game
Submitted by remco — 20 hours, 2 minutes before the deadline
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TriJam-176: Loading Bash's itch.io page

Results

CriteriaRankScore*Raw Score
How well does the game fit the themes?#84.3334.333
How much do you enjoy the game overall?#212.8892.889
Overall#213.0443.044
Audio#222.3332.333
Visuals#232.8892.889
Gameplay#232.7782.778

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
less then 2hr 55m :-)

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Comments

Submitted(+1)

A very interesting idea, but a little tricky to control. I had to reload the game a couple of times because the ball went so far offscreen that I couldn't control the movement.

Developer

Thanks! Hm, it occurs to me that I maybe could have multiplied the relative movement of the bar w.r.t. the movement of the ball, so it could stay inside of the screen.

Submitted(+1)

I'm sorry but it was too frustrating for me.

I liked the concept and how the files explode due to pressure (when they explode against each other it's very satisfying)

But the controls are awkward and the physics make it very difficult to push the files. Also, the sound at the end of the game is annoying... a lot.

Seeing the other comments maybe it's just me, but that's what I think.

Still keep trying, the game has potential. I applaud your effort.

Developer(+1)

No need to apologize! In fact, thanks for the explanation.

I much rather people leave a big post that calmly states why they don’t like it and what went wrong for them (like you just did) than wondering why my game got a low score with no explanation :-)

Submitted(+1)

Fun game! Cool idea. Depicting accurately the very messy process that is the loading-a-game business.

Apparently, though, the “real game” awaiting at the end of the tunnel could for some turn out a heart-attack. Ha. Guess that volume slider could need a helping hand as well. :)

Developer(+1)

Glad you liked it!

… could for some turn out a heart-attack.

Whoops! Sorry about that. I guess I should’ve used those 5 minutes left over at the end to do some EQ on the sounds 😅

Submitted(+2)

26.9 sec ! Like a brute ! :D

I didn't understand for my first try and I was gently trying to force my way through. But I restarted your game and voilà !

Developer

Good job! Gentle is not the way to play this particular game indeed 😅 I tried to leave a clue in the name, but maybe that was too subtle.

Submitted(+2)

Interesting submission. Like another commenter said, I really like how you conveyed the frustration of slow loading bars. You made me say "YES" out loud when I finally broke through the boxes to the 100% line.

The sound can become a little grating when there are too many boxes moving at the same time. Also if you allow the boxes to pile up it starts to feel like it's impossible to destroy them all.

Developer

You made me say “YES” out loud when I finally broke through the boxes to the 100% line.

Ha, thanks for letting me know :-D

As for the other part, maybe spawning extra boxes on top of the ones already there is a bit over the top (at least at this rate). Both for the sounds and the frustration.

Submitted(+1)

I made it in 69s - nice

This is a great concept, which is simple to grasp and clearly communicated through the visuals. Gameplay does a great job at capturing the frustration with slow loading bars.

I loved the different file extensions on each box and glad .gd made the cut :)

I found the physics could be a little finicky - objects with a lot of boxes stacked on top would take damage very slowly, and given the limited vertical reach of the loading bar this could lead to situations where boxes are spawning in more quickly than I could get rid of them. 

Developer(+1)

Thanks for playing, and the in-depth comments!

… glad .gd made the cut :)

I just pick randomly from an array of texts, it was easy enough to add a lot. Also this was made in Godot, so it felt a bit strange to leave it out :-p

… and given the limited vertical reach of the loading bar this could lead to situations …

The damage dealt directly with the bar is different than the damage calculated for the boxes amongst themselves. Adding the multiplier that does that may have been a mistake on my part. (At least when also limiting the number of contacts reported to 4 or 5.)