so this is a common thing that i've seen throughout the jam, and thats taking "out of control" to meaning "difficult to control". this is a prime candidate. one of the key issues i have with this game is that i am a low dexterity player and the hand positions required to play the game one randomisation kicks in and decides im going to have a bad time is quite severe.
firstly: this could be helped but only chosing keys randomly within a region so as to allow the hands to rest comfortably on the keyboard, secondly the core game is simple platforming, there's no fun in it tbh it's just the challenge of having to do keyboard fu just to make the pllayer move.
this isnt necessarily a bad thing though, you have games like QWOP that are fun, its about making the random mesh well with a comfortable user experience.
there could be something in here with some tight changes, good luck!
Axe
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this might be a me being a terrible gamer moment, but i couldnt get past the first combat.
that being said i think i can get the gist of whats happening with the puzzles and this seems like it would get really tedious with the charging calls stuff, it seems like the call should just be at maximum distance but maybe at a cooldown?
cool start though!
theme and execution are really fantastic, and the game plays smooth. i am on the less dextrous side of things and also have issues processing large amounts of info, i would suggest maybe slowing down the train a little, making it zoomed out a little more or adding in the ability to slow time for a little to allow for planning,
otherwise, great game and a solid start!
presentation is great and the concept is solid. very breakable though and the course design is very lacking and frustrating.
the boost pad corner felt like it randomly just shot me off the track with little control input allowing me to control it.
it is a very solid bae that could be fun with refinements though
The presentation and base concept are fantastic,.
things i dont like games that put you in a no - win situation though, and this game felt like it just snapped a session closed with an unlucky roll of malfucntions. i can see how this is super close to a game i would like though, its just feeling like the game has decided I lose now, isnt fun at all.
took a few seconds to get it but it seems like it could shape up to something really cool.
the order of operations inside the queue might be less than idea sometimes, like needing to do 2 downs when you're already at the bottom. those no win states regardless of skill don't feel great.
Other than than, great start :)
OK so i can see the idea here, just the implementation is quite finicky.
with this my stand out is that its so concise with the design and i knew almost exactly what was up, the downside being that the growth of the spere is so fast and the game is over in 2-3 clicks.
an alternative might be to teleport the character but every time the circle getts bigger and it becomes more random to teleport.
overall its a very solid start!
Hm, conflicted.
it's right on the dge of being great for me. simple idea, lots of great execution. the problem is that the vast majority of the playtime is just waiting to rotate. while it has some really cool speedrun potential, i'm not really into an experience where you wait the vast majority of the time to do something again.
the core mechanic is so fun though that i played until i was too annoyed with waiting anymore though so that's a solid indicator you've got something fun there.
I might have missed the point of the attack but im not sure what i was doing? like if i passed through the demon it went all black? the controls were a little sluggish too, i think this would traslate to something with physics like riccochet's really well :) very solid start!
p.s i got bugged out 2 or 3 times by facing left and falling into the bottom left corner of the screen which soft locked me in that position and also the demon couldn't hurt me? not sure.
Honestly, i love games like this.
With more feedback, and having the rotate being a lot more reliable(i needed to click on and off the words for 10-15 seconds before rotate would work). also if the words snapped to a grid, that would be great. for what it is, it's a really excellent tool for crossword generation tbh. maybe not the best game but very effective!
I'm a very low dexterity player so clicking the buttons in time was very difficult for me, having the ability to slow down time, or increase the button sizes would be very helpful for me. so for me, this game falls under HARD to control not OUT of control.
That being said i can see the core idea here and i think it has really solid potential :)
The controls were overwhelming at first, but as they were introduced through the dungeon they made sense, overall i think there were too many controls though.
the art is really nice, but i would say that i encountered a few too many bugs to enjoy the game, things like going through a door and then just dying, or being stuck in in infinite loop of what i assume too be an exit door that leads to itself, after that doors which weren't interactable and i would just walk against them like a wall.
with a few more hours of polish and some usability tweaks this could be a really cool start to something :)
See i think this falls under difficult to control/unfun rather than Out of control.
Take this with a grain of salt as i have very low dexterity and these games are not great for me, but initially for the tutorial i would say instead of saying ????? for the switch sides, i would do something like [displayed at top of the screen]
secondly, i think if you added like a time slow down to the side you arent controlling then the game would flow a little nicer, other than that, the controls are really slick, and i like the core concept. with a bit more feedback to the user i think it would wound out really nicely.
Thanks for the feedback!
If i have time before close of the jam. i'll change the icon to a power down icon while its charging again. and having the power grid glow where power is running is on my todo list.
The aim of the game is to be about power grid simulation and also building the power grid. this is an alpha alpha of the game to show the turret mechanics which i want to nail before adding the more complete parts of the game.
Current TODO:
Better reload feedback
better power grid representation
rework the magazine UI
replace central 4 tiles with an engine/cockpit for the MC
~~~~~then~~~~~
Building the grid by drawing from a deck of tiles.
Wave direction indicator.
selling/upgrading towers.
additional enemy types (big slow, tiny fast)
additional tower types (10 planned)