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Experiment 501: Attractor Gun's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #406 | 3.206 | 3.206 |
Simplicity | #576 | 3.206 | 3.206 |
Fun | #679 | 2.441 | 2.441 |
Sound | #684 | 2.206 | 2.206 |
WOWIE! | #738 | 2.235 | 2.235 |
Topic | #827 | 1.971 | 1.971 |
Visuals | #852 | 1.882 | 1.882 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Liked the idea. The box seemed to get stuck a lot so I had to restart a few times. The jump was a bit floaty and the box could use a bit more friction to keep it from sliding around as much. Good job
The attractor gun mechanic was a lot of fun. In addition to some of the other suggestions, I would suggest making the doors pop a bit more and change the color of them. They blended in with the rest of the background a bit too much for me. Also, a jump mapping to space or W or up arrow would be awesome.
The attracter gun is a really cool mehanic. I had a lot of fun pulling stuff around with it especially the level where you jump over them. Felt like curling or something. Like other people have said, some of the levels were a little large for what was in them leading to a bit of a slow down. But the puzzles were well designed and fun to pull off so great job!
Wish there were more levels like the last one; that one had an element of planning, risk and skill.
Good game overall :)
I like your interpretation of the theme. Would have been cool to see some more elements that played with that idea, like levels that trick you into doing the wrong thing first or something. The levels were a little too large -- my general preference for puzzle games is for the levels to be as small as possible (see Portal 1 -- every nook and cranny of the level has a *purpose* -- if a room is big you need to hurl yourself over it, if a platform exists you need to land on it).
Thanks for the feedback! That's a good suggestion, to play with trick levels. Yeah, the levels have a lot of open space. That was me being lazy and putting down the same frame for every level. I had to redo the first level, and by that point, I had figured that out, so that level (and level 2) was better. For some reason, I didn't fix the other levels/
the atmosphere and the visuals are very nice, but I don't quite like to use z to jump, probably arrow key up will be nice or space.
I enjoyed the mechanics and the overall design of the game. However, the levels were pretty big which slowed down the overall pace of the game a bit, and getting things just right with the physics was finnicky from time to time. I also think some additional sound could've benefitted the game, such as sounds for buttons or doors. Still, it was a fun little puzzle game.
the mechanic is cool. like people have said, z to jump is a little awkward. nice game tho.
It's really fun but it would have been better if we could have jumped with keys such as space, W or up arrow key. Good job, though.
I will not rate windows games, sry
cool mechanic but weird controls imo
I like the concept but some of the balancing of the physics was a bit off but not a bad effort for a 72 hours game jam. Worth putting some polish on the game once the jam is over.
Cool game, but jumping with Z felt a bit weird. You also jump very high, like the gravity is low. It isn't really a big problem, but something I noticed The puzzles were fun to solve with the attractor gun. Overall a pretty good game.
Interesting idea! I liked the concept a lot, and it has the potential for a lot of cool puzzles. I wish the movement was a bit more concise. The movement was a bit floaty all around, especially the jump. It didn't really affect the gameplay too much, though, and I still had a lot of fun. Nice job!
I like the idea of the attractor gun, it would be cool to see this concept expanded upon, maybe even switching between attraction and repulsion.
The collisions are weird and jumping height isn't consistent, overall ok game
Really interesting attraction mechanic! Game can be a bit wanky at times but the level concepts have potential.
I think your core mechanic of attracting boxes absolutely has promise (as another commenter mentioned, the 'jumping over the box' puzzle was really cool). However, if you want to have a trial and error game, you need to make getting back into the action as simple and fast as possible. The issue isn't that the respawn is slow, it's that the movement is. I think that increasing movement speed and decreasing empty space in your levels would go a long way to making this game phenomenal if you want to work on it post-jam. Not only does it reduce filler, puzzles are generally best when presented as compact as possible (easier to see everything at play, gives the player a feeling of 'wow, the solution should be right in front of me'). It's a jam game - you don't need more than a few minutes of good gameplay.
Overall, good job!
I like the attractor gun. You could probably do a lot with it. I wish the levels were a bit more compact. Sometimes the player is walking through stretches of empty level just to get to the exit.
I gliched the cube out of the level lol.
R to restart
I know.