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A jam submission

ReduceReuseRepeatView game page

There's a whole lot of trash that needs sorting
Submitted by yojojoman, Sylvestrion — 2 hours, 27 minutes before the deadline
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ReduceReuseRepeat's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics/Animation#473.4293.429
Music/Sound#762.8572.857
Overall#1112.3332.333
Technical Implementation#1152.0002.000
X Factor (overall enjoyment)#1162.1432.143
Fun/Design#1282.0002.000
Theme/Limitation#1351.5711.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you credit all assets in-game (including your own) as required by the rules?

Yes

Team Size

Trio (3)

Will you continue work on the game after the jam?

Yes - fun side project

Which diversifiers did you use, if any? (optional)

In a Song
Shapely
Two Button

What tools did your team use to construct the game? (optional)
Unreal Engine, Blender

Which art and audio did you / your team NOT create? (optional)
None

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Comments

Submitted(+1)

I encountered a bug in which objects on the conveyor belt would disappear, sometimes causing the game to automatically give me a letter (I think this only happened with bricks, but I may be mistaken). There's also a point around the 30 second mark in level 3 in which two bombs and a trash item spawn simultaneously, which basically guarantees you gain 2-3 letters at once. That was a hard wall I couldn't get past.

I don't believe the diversifiers were used to their fullest potential/properly. I don't think this game counts for Shapely, according to the rules for 3D games on the jam page. In a Song may be properly used, but I honestly didn't notice while playing because the game doesn't really do anything with the concept other than having background music. Mouse controls kind of contradict the point of Two Button, because a mouse allows the player to make 360 degrees worth of inputs at any given time.

I assumed your game was using the concept of checkpoints in a "warehouse sorting checkpoint" sense, but after reading the description on your game page, I think the implementation misses the point of video game checkpoints. Having multiple levels isn't really the same thing as having checkpoints, game design-wise. 

All that being said, I enjoyed the physics of the trash items. Picking up trash and chucking them into their bins instead of dragging them was really satisfying. And although I don't think the game's visuals count for the Shapely diversifier, I did like the graphics in general. Everything looked nice and polished.

Submitted(+1)

I think the idea of escalating rules you have to follow is really strong and I think would have been enough for this simple idea of sorting items. But in the end, the game is way too short to really explore this idea and is bugged with technical difficulties. I know just too well how this happens. I just wanted to say that the core idea is really solid and I can totally see having a lot of fun with frantically sorting stuff with ever-complicating rules.

Submitted(+1)

Unfortunately for me - I seem to have had far more bugs then everyone down below. Primarily, objects kept falling through the conveyor belt. I could get past the first level but the second level kept firing me after tons of objects fell through.

I also can't really comment on anything else as I couldn't get very far. I'll try it again later on a different computer just in case something in the computer is causing different physics when I get the chance.

Submitted (1 edit) (+1)

The game is simple, but complete. It doesn't seem to have bugs and is well polished (but not very optimized for low level systems, despite how simple graphics is). Overall it's fine, maybe a little simple, as the gameplay consists of drag and drop of physics objects.

Theme of cross path is vague, but it fits. "In a Song" diversifier is implemented in the most basic way, but it's there.

Unfortunately, the way you claim to implement the other limitations is at least hacky, but some are just not there, despite the claims.

For example, having levels be saved after you finish them, doesn't constitute a checkpoint, because then you could argue, that saving the game in principle is a checkpoint too, which it isn't (checkpoint is a point in the level you reach, which acts as an automatic save point and saves you replaying the whole level from 0 (you are brought back to the checkpoint instead). The reason it's called a "checkpoint", is because you need to "check" it (set a flag). Well, if you need to beat a level to set a checkpoint, then that's not a checkpoint.

The graphics is a tad bit too complex for "Shapely", as it features complex geometry (conveyor model, bottles and grass are the most obvious); you could've gone with simple shapes and icons and made a match-shape-to-hole game, which would've fit the diversifier more, while not changing any logic. Also, colored lighting seems to be able to disqualify too.

"Two Buttons" is violated, as the rule states, that screen position or analogue controls are not permitted. Since in the game, you can drag an object anywhere on the screen with mouse, that's a violation (a solution would probably be to make a two button controls, which would push the front most object to left or right; or just not claim the diversifier).

So yeah, sadly, that somewhat tanks the score (if you didn't claim Shapely and Two Buttons, that would've helped; but the main issue are required, but missing Checkpoints).

Developer(+1)

Hey Thanks for playing out game. Unfortunately I missed the info about mouse controls not counting as 2 button gameplay, darn. Oh well, I had fun making the game and I am glad you enjoyed your experience with it!

Submitted(+2)

I love me some recycling. Simple game well thought out and put together. I was a little frustrated with the spinning objects missing the bin a few times when I thought I had got it on target. The Theme, Focus and diversifiers all seemed pretty weak. I think you may have got things muddled. I will go through my thoughts. 2 buttons yet you use the mouse - I think this rules it out. Shapely, just primative shapes - your models are way more complex than that. In a Song - game ends at the end of a song, not each level is a song long. So the checkpoint comes at the end of the first song, which is where the whole game should finish. Any way thats all boring feedback. It does not really matter. What matters is you got a good game made, that feels well put together and executed. I enjoyed playing it.

Developer

Hey Thanks for playing out game. All that feedback is fair I think our scope for many of these elements were bigger than we could accomplish though we had initially intended to fit all things in more solidly

Submitted

I know that feeling. I was working on mine up to the very last second. So much I wanted to add that had to be cut. That's Jams.

Submitted(+1)

There's not a lot of substance to the gameplay, it does introduce new mechanics in later levels but it still feels like a simple match-shape-to-hole game. It doesn't seem to fit the theme either, I saw the explanation on your game page but I just think it's far too vague.

That said, I like the visuals and sound design, also well done for doing all 3 limitations.

Developer

Hello Thank You for playing our game! The game is very simple as with 10 days and myself being the only game developer I picked a project that I thought I could handle. The theme of checkpoints was a challenge for our team to fit and unfortunately due to time we had to simplify our checkpoint system down which perhaps makes it slightly outside the mechanics. Sorry to hear you did not enjoy our gaming experience and I hope you give us a chance in the future! =)