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A jam submission

CircuitronView game page

An AI with the ability to stop time breaks out of the computer system! Made for Xanderjam 5.
Submitted by Xenoparrot — 1 hour, 14 minutes before the deadline
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Circuitron's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Relevance#103.4554.429
Fun#143.0093.857
Overall#162.8983.714
Sound & Music#182.7863.571
Art & Graphics#212.4523.143

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

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Comments

Submitted(+1)

nice game! I adore the loading screen and mechanics were clever! I do wish the character had a bit more gravity but I get you were going for a slomo thing

Developer (1 edit)

Thanks! We're glad you liked the loading screen, my brother (the artist) almost had me cut it because it took me so long to figure out scene transitions! You give me too much credit on the gravity, in all honesty it's floaty because I've never done my own jump curve before, most of the time on this character controller went into preventing him from being able to stick to walls. I'm definitely going to improve on what I learned about character controls by trying a custom jump curve next time I do a platformer. But still, thanks for playing and leaving feedback!

Submitted(+1)

Great game man , love the way you took the theme , very originally done , great Job!! 

Developer

Thanks for the positive feedback! We're glad you enjoyed the game!

Submitted(+1)

This was an excellent and brief platformer experience with a great use of the theme. I love my AI's sunglasses. The art on the page banner and in the intro and outro of the game are wonderfully done! Really nice looking stuff there.

HTML wouldn't run and I did have this issue on Mac:

I thought maybe you were using GMS2, but you used Unity. The last jam I participated in I noticed not a single Mac build would run. They all had similar errors. Even my own submission, I could install it and play it on my own machine, but not on any other Mac, including my own laptop, so ... who knows what's going on with Mac builds.

Luckily I keep a PC laptop for jams and had a blast with your game. The control options felt a little odd, so it made for tougher platforming than it needed to be, but I appreciate the generous jump height and nice control with floaty gravity.

I don't think there's any reason to make the player select the next level, you can just begin the transition as soon as we reach the goal. If there was a reason to replay a level, say there were hidden items on each stage or extra challenges/pickups along the way, maybe I'd want to try again, but if I want to exit I'll just close the program. When I'm in the zone I just want to jump right into the next level, not have to go back to my mouse each time.

Overall, great work and your team should be proud.

Developer(+1)

I love feedback like this! My brother (the artist) was happy to hear you say you liked the art. I'm really glad you mentioned the Mac version not working, because formerly I knew nothing of how a Unity game worked on Mac. Now I can look into this problem and hopefully prevent it next time. Also still got to figure out how to get the browser build to stop breaking, because for now it's pretty much a toss up every time I make a WebGL build. 

In any case, we're really glad you enjoyed the game. And now that you mention it, I see how selecting the next level with a mouse, especially in a game with levels as short as these, would detract from the overall gameplay. Which is why I'm glad you said it,  so in the next jam I'll know make a more efficient system, most likely just transitioning automatically like you said.

So thanks so much for this feedback, it's one of the things that makes game jams so invaluable.

Submitted(+1)

The time stop is a really cool mechanic and fits the theme perfectly! I would have added a color change or maybe a bar to indicate how much time platforms have left, but overall it was fun :)

Developer(+1)

I like that idea! Some kind of timer would definitely help to know what you're getting into before you jump on a platform. Thanks for the feedback!

Submitted(+1)

Very fun! IU actually had enough patience to fully escape, and had some fun doing it! I liked how much polish the game had. Only problem was the text was a little hard to read because of all the glow. Otherwise a great game.

Developer(+1)

Thanks for the feedback! I'm glad you were able to win, I was really trying to fix the mistakes of my last Xanderjam game (since nobody could beat it). I'm glad the excessive bloom didn't stop you, I had never used bloom before. Thanks so much for playing!

Submitted(+1)

This is a nice mechanic, and it fits the theme really well. The first level with the column of spiked chips was an a-ha moment for me, nice job on that!

I kinda wish the spiky circuits wouldn't kill me right at the spawn but it is a minor issue. Also, T for time control wasn't very convenient, and it caused me to restart the level a couple times instead. Perhaps the space bar suggested below would be better.

The game kept me on my toes for almost all levels (I believe there were a couple repetitive ones in the beginning), so I think it has a good balance and difficulty curve.

Great job!

P. S. That's a lot of bloom

Developer

Thanks so much for this feedback! Firstly, I'm glad you let me know it was too much bloom. It was my first time getting post processing to work, I guess I was just having a bloom celebration. 

Secondly, I definitely should have put the space bar as the key to pause time, the only reason that didn't happen is because in the beginning I overscoped and thought I would put in doors you need to unlock. That would have used the space bar.

Thirdly, I'm so glad you liked the first spike pillar level, I was really trying to breathe new life into the mechanic with that one, so I'm glad you liked it.

Anyways, thanks for playing!

Submitted(+1)

Nice implementation of the theme. A unique twist on a platformer game. I really enjoyed this one. I wonder if "space bar" would've been a more comfortable action button than "T"? It didn't affect my experience, but "T" just seems like a weird key for a one button game. Might just be me. Either way, the controls worked well, the mechanics of the game felt polished and the visuals were very pleasing to the eyes. Great game! Great job!!

Developer(+1)

Thanks for the feedback! You're right, the spacebar would have been a much better idea, the only reason it wasn't was because it was occupied by a system that later got cut, and I forgot to switch the time mechanic to the spacebar afterwards. In any case, I'm very happy you enjoyed the game! Thanks for playing!