WHAT A BANGER OF A TRACK!
Cyklon_3000
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After some troubles learning about the controls i managed to complete the game.
Interpreting the keyword mutation as some sort of "life juice" is an interesting Idea I didn't think of at all.
Mechanically the game works fine, though i would suppose making the mutated jump a "charged jump", reducing the key bind amount. Neither felt the speed boost easy to grasp, but I cant come up with a better solution on the spot.
Artistically the game embraces a 8-bit pixel art style together with a simple track, doodling in the background.
I can't say I love this game, due to it's fiddley controls, but what I can say is that there have been games way more scuffed and being a game developed in this short amount of time by seemingly one person the result is quite decent.
Having a quite hard learning curve this game first made it hard to stay alive for more than just a few seconds. A period of welcoming conditions would be helpful i suppose.
Getting familiar with the mechanics more and more I have to admit that i rarely used the two abilities. Attacking makes almost no sense, because it requires steering towards the dashing enemy, while a shield just seems to increase your hitbox, making it only useful for a last tenth-of-a-second escape (not a good preventive tool), not enough for my futile reaction time.
Still a game that manages to appear polished, with the (very good) music and working leaderboard in place. Might have a chance of provoking a really interesting score battle, differentiating itself from many other entries.
Not quite managing to get a exact grip on how this is connected with momentum specifically, besides being able to move and jump (jumping actually quite nicely implemented, with the use of a "boosted" jump, following consecutive jumps, short after each other).
Interesting idea of enclosing the game into an old fashion Gameboy of some sort, makes the control a bit fiddley though.
While not embracing the mutation theme perse into its actual gameplay, but instead the underlying sprite theme, the game manages to offer a decent "idle-shooter" experience, as seen in many games, offering upgrades (could technically be interpreted as mutation) after every so and so enemies.
Sadly some mechanics appear to be a little buggy, unbalanced and due to missing restrictions on the delay between individual bullets shot the game looses any challenge that comes with it, at least as far as I can tell.
Still a decent game, managing a decent implementation of the theme while still coming up with a - in theory - interesting gameplay loop.
Being told that I suck is a perfect encapsulation of my existence into a only two syllable long sentence.
The game at hand has a very entertaining sound system in place as well as some extraordinary art (for the sake of it im just hoping it was self made and not generated by AI or taken as a part of freely obtained assets). Besides the artistic aspects the game also has a quite fun gameplay loop, encapsulating the theme momentum not only into the game by having a ragdoll-like joker to controll, but also some objects to catch up to from time to time.
The scoring system appears to be written with some depth, motivating for more interesting playstyles, although it is quite hard to achieve precise control over the characters movement in time.
Being a 3D game this submission surely had to do a lot more for a decent implementation of mechanics than its 2D counterparts. Unfortunately this lack of time, left only a short amount of time for the gameplay aspect. While the assets and worldbuilding are fine to good, controls and gameplay loop fail to build for a compelling and fun to play game. Slippery movement and attack mechanics make it hard to navigate and effectively fight enemies. Still a nice game, probably attempting to embrace the momentum aspect.
Unfortunately giving of a bit of an unpolished feel. The controls feel slippery and the key assignment feels very uncomfortable. The sprites and animations look very good and smooth (i like the simple look), a background though would be a modest improvement. Really embraces neither mutation nor momentum theme at its core. Over all a nice tiny game with lack to further development of its core idea.
I would suggest to add an indicator (like a minor change in size or an animation) if a hole is currently open. (and the indication stops, as soon as the time window in which points could fly in is over) This would make the game feel more responsive and would make it easier to understand how the game mechanics are timed.