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MolecularMayhem's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 3.821 | 3.821 |
| Sound | #1 | 3.714 | 3.714 |
| Use of Theme | #1 | 4.286 | 4.286 |
| Gameplay | #2 | 3.143 | 3.143 |
| Creativity | #3 | 4.143 | 4.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
2d Platformer, Puzzler, Action
Contributers
Alexander Villegas
Jack Blute
Nicole Tirzaman
William Mayes
Additional Info
The game is not currently finished and there are some bugs but I hope you guys enjoy it. Simply collect the potions containing pink substances to progress to the next level by going through the black doors on the map. There are a total of three levels for this game and the tilemaps can be found in the Cheat Sheets folder if you are struggling. Also when you go through the final door and get sent back to the main menu that's when the game ends lol.
Theme Integration
We used a mix of chemistry and science (not really) to combine the laws of physics with chemical reactions into a shape shifting, molecular mayhem! You are free to change between 4 different shapes using QWER hotkeys, each with their own unique physical properties. In such a way, we tried to capture the themes of both science, and shapes/shape shifting into our game all while making a fun 2d platformer with some combat and hilarious physics moments.
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Comments
This was a fun one. Like the others said so far, a zoom function would be nice. Some form of air strafing or velocity control would be very helpful for the circles jump. Only thing with that would be make sure not to allow the square to move in air, you'd be flying through the levels lol. The attack damage could use some balancing, fights seemed a little close for comfort there sometimes. I know two weeks is a short amount of time and there's not much room for fine tuning but now that the jam is over, I think you should keep working on this one and see where it takes you. Good job overall and keep up the good work.
Thank you so much, we will adjust the target arm length of the player's spring arm to 600 to allow for a wider view which should make getting seeing the different routes and paths easier. I've also gone ahead and adjusted the circles air control so it isn't unforgiving trying to jump onto smaller platforms, and the square has a high enough falling friction value it's virtually impossible to move laterally when falling up or downwards. We appreciate the feedback and yes, we have plans to continue working on this game in the near future.
Pretty unique idea. I'm always a fan of "shapeshifting" mechanics. I can definitely see the rough spots here and there, but I can tell you all put a lot of work into this. I agree with Letholor that it can be a little difficult at times to see where you are going or to gauge the circle's jump properly. I think just zooming the camera out a small amount or allowing you to move the camera's position around with the mouse would easily resolve those issues. The triangle and star didn't seem to be as useful as the circle and square, but they were still fun to use.
Thank you so much for the honest feedback, if I'm being honest I was also aware of many of the concerns and frustrations you guys had while playing. The level was brutal in a way but not in the right way, platforms were and traps were a bit too small and frequent for how the game controls, and the star and triangles classes were supposed to have key abilities specific to them that needed to be used to solve puzzles, but we never got around to them. I do think there was a little confusion also going around the team as to what type of game this was going to be specifically.. well maybe it was just me but I thought the game would lean a little more into the combat side and that the level would also be designed to have areas specifically designed to confront and defeat enemies rather than just be a continuation of the platforming. Regardless, those are thoughts probably better suited for a postmortem report, but thanks again for checking out the game and suggesting your improvements.
Once again great work!
I wanted to share a bit more feedback as well. Based on what you said, I would definitely recommend keeping some clear communication within your team about what the goals of the game should be and if anything changes during development. Sometimes it can be helpful to have one person write up the goals of development and the game's direction. Obviously taking into account everyone else's input on the team as well. But by having one one document that everyone can reference it can help to clear up some misinterpretations on goals. For instance, if I tell someone I want a fighting game and they make a mortal Kombat style game when I actually meant I wanted an Arcade fighter like Double Dragon.
Obviously everyone on your team still did great work, but it sounds like there was some confusion on the team that can be worth trying to address. Overall though, great work again! I hope you all get to participate in the next jam!
This was a nice concept. The game was playable, but it was tough to complete. I felt that the scene being zoomed in rather close made it difficult to gauge the correct path on some parts without relying on memory and the grid lines. The most difficult part, which ultimately led to my surrendering to the game, is trying to gauge the jump distance on the circle. If you are moving too fast anywhere and jump, you can jump too far and land in the acid. This made for a frustrating experience when you were forced to restart the level on something that you could not see coming. I can see that a lot of hard work went into it and I do appreciate the grind!
To be honest I had thought of zooming the camera back further to allow for greater visibility within the level, and will definitely be moving it back 200-300 cm. It's currently using a spring arm length of 400 cm which I thought would be more than enough initially, however the levels weren't ready until the end of the jam and I wasn't aware just how big the tiles would be within it. As for the platforming part, do you feel the physics are too challenging and needs to be reworked? Or is it that the design of the levels is a bit too challenging and needs larger landing zones and less punishment for missing a jump?
Either would be better in my opinion. It was just frustrating to remember the pitfalls from failing the level a few times and then the next obstacle, without warning resetting you again. So either more visibility to allow for strategy, tighter physics, or a combination of the two.