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Porcelain Pulveriser's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well does the game fit the themes? | #9 | 2.900 | 2.900 |
Visuals | #13 | 2.500 | 2.500 |
Audio | #13 | 2.300 | 2.300 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #14 | 2.400 | 2.400 |
Gameplay | #18 | 1.800 | 1.800 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
probably more than 3 hours
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Comments
Cool idea for a game! I love breaking virtual things.
Thanks for the positive review, I'm glad you had fun smashing things. What score did you get?
You have a way with words, lol. Tbh gameplay not amazing, theme interpretation and graphics quite good for 3 hour jam, congrats for finishing.
Btw, I inadvertedly streamed your game somewhere around past the first minute of this vid https://www.twitch.tv/videos/2341658607
Thanks for streaming, I enjoyed your attempt at reading the description. I think your feedback is fair, as I didn't include any smashing sounds (I'm looking for free, copyright-free sound and music assets online, but haven't found many. Do you know of some?). The music was created by me, but it's a rehashing of my music from another jam (I do sometimes reuse music if it fits the game feel). I have had many other complaints about the gameplay, so I'll think about updated it after the jam.
The slippery floor is a good idea, but I think it would be great with more responsiveness and speed. Also bigger hitboxes and quicker hit animation would be fine. And though the theme was 5 min, I think is too much time.
Overall a fun experience.
Glad you enjoyed, I should really create templates for different movement types so I can implement them easier into games, as then I could have a snappier movement system. The small hitboxes are due to there collision being detected via raycasts, so I can add a few more and increase the player's range. I was also thinking of speeding the hitting animation up, and have it not stop when the player moves. I'm wondering if more content would have increase the playability, and maybe added more of a reason why the game takes 5 mins.
I think it would more fun if the floors were not so slippery, it feels pretty difficult to control because of that and that swinging the hammer is slow. Nice job anyways though :)
Thanks for the feedback! I was initially thinking of a more grid based approach, but this movement felt more fluid and more fun, while also being a bit harder to control. Maybe I'll use this movement type when making a space shooter. The hammer swing wasn't designed to be too slow, but I guess the animation combined with the raycast detection makes it a bit annoying to hit things. What was your high score?
I got 56 smashed and also I do agree that this would work a lot better in a space shooter.