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A jam submission

Pow-FlowView game page

Puzzle-action game submission for TriJam
Submitted by Makrost — 1 day, 13 hours before the deadline
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Pow-Flow's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#43.3753.375
Gameplay#92.8752.875
Overall#102.8002.800
Visuals#102.7502.750
How much do you enjoy the game overall?#102.7502.750
How well does the game fit the theme?#152.2502.250

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
2h 57min(1h26min coding and Unity, 56min art and 35 min sounds)

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Comments

Submitted(+1)

Nice job! I love the sounds and gameplay; only wish you could drag anywhere.

Developer

Yeah I thought of that, but it seems a bit clumsy. Also seems a bit more realistic, when you touch the particle.  Guess better mechanics would be to create a field around the particle, where you can move it,or alternatively to create a separate control circle on the bottom right. What do you think of those options?

Jam Host(+2)

Awesome! I enjoyed the gameplay and this is a nice prototype that can be further polished! Nice work!

Submitted(+2)

Hm, somehow it was good, but the dead ends were a bit frustrating.

Overall a creepy minigolf experience :D

I loved the sound of the creep-thing :)

Developer(+1)

Thanks, man. Creepy minigolf experience is a good way to describe the game :D. Good luck finding  the hole.

Submitted(+2)

I’m agree, that sound of the creep-thing :)

In the other hand, I faced up with a weird bug where I collided with some invisible wall after more than about 4000 points.

Developer

Wow that is weird. The fact you played the game so far and that there was a bug. At 4000 points the third level starts, could you tell me which section(shaped or tools) was the third level and was the invisible wall vertical or horizontal? 

Submitted

It was a vertical wall, like the begining ones, delimiting the map. But in that case, it was invisible.

Submitted(+2)

I liked the concept but I didnt like the controls that much, it didn't feel smooth to me. And the dead-ends where a problem too.

Developer(+1)

Thank you for the feedback! I will surely change the level layouts after this jam.

What did you not like about the controls? Was it because of the pulling back mechanic or using the mouse to click furiously or was it because some of the shapes were hard to go through? Anyways I think you will love the controls after I make some more animations and cool effects for the movement.

Submitted(+2)

I like the idea of having to escape from a labyrinth with time pressure, but with no means to solve it but trial and error, it feels more unfair than fun. Also I feel we are an energy particle just because, and the theme it's not used with any narrative or mechanic purpose.

Congratulations for delivering in time and making code, art, and sound all by yourself. Nice work!

Developer(+1)

Well, the idea was that I would make an energy particle and the movement would show power with explosions or etc. Guess I got carried away with smooth gameplay and overall gameplay.

I had tough decisions to make with the camera size, the big picture benefitting labyrynth solving and small view benefitting exploration and mysteries. The second option sounded better for me so I went with that. I guess it would be more fun with less dead ends and faster tempo overall? Also special effects coming in nearby future ;)

Submitted(+1)

Yes, I think a smoother movement and better view of the scene would make the maze easier and funnier to move through it! :)

Submitted(+2)

Otherwise good, but too many dead-ends.

Developer(+1)

How would one path per the width of the camera sound? Then there would always be a way to go, also could then make it more fast-paced. Also a question, how does the overall width of the playfield seem? Is it too big or too small?

Submitted(+1)

Yeah I think it would be better if there was just one path and you could focus more on the labyrinth sections inside the shapes rather than have the space be massive and full of dead-ends. It would make the game simpler and less luck-based.