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A jam submission

Screen BurnView game page

Submitted by Chloe Grables — 25 minutes, 22 seconds before the deadline
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Screen Burn's itch.io page

Results

CriteriaRankScore*Raw Score
Uniqueness​#24.4174.417
Theme#84.0004.000
Overall#272.9722.972
Visuals#362.5832.583
Gameplay#392.4172.417
Audio#412.0832.083
Fun#412.3332.333

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How is this game a platformer, what spin does it bring to the genre?
Classic platformer controls- Walking, Jumping, etc

How does this game fit the theme?
The game's main premise is reversing sections of the level to a state it was in previously

What did you make yourself and what assets did you use?
I created literally everything, bar C# and the engine itself

Did you use any AI assets in this game?
No

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Comments

Submitted

The recording mechanic is a huge A+. I'm pretty bad at physics puzzle games like this, but I had fun messing around in the various levels!

Submitted

I liked the concept for this one but it took several attempts before I fully grokked what I needed to do, and I struggled with the control scheme, too. An in-game tutorial would help here for sure. Thanks for making and sharing your game! 

Submitted

Lovely idea and take on the theme, though a bit hard to grasp. Some tutorial "thing" would have been nice. Technically really gret done!

Submitted

Nice! The concept is very unique!

Controls are a bit hard to get, I find it very hard to control the character and press on the numbers at the same time.

I'm kind of curious of how you managed to create your mechanic though, it seems clean to be honest and I don't have a single idea of how you managed it.

Developer

Basically, the camcorder object has a 3D array, and a trigger collider in it. 24 times a second, it gets the Collider2Ds of everything it’s currently colliding with, converts them into meshes, and get its vertices. After that, it works out which vertices are within the bounds of the camcorders’ collider and uses that data to work out the vertices of a new mesh that completely overlaps with the camcorder. It then stores the data in the vector3 array as [Time the things were in there][Collider][Colliders vertices].

Then, in a separate script, it has an int corresponding with the time to create, and it creates an arbitrary mesh corresponding with the different objects, and their vertices. It then creates a collider for each of the objects by setting the points of a polygon collider 2D to match the vertices of the object. 

I really hope this was coherent, lol.

Submitted

This is really cool—thanks for sharing the technical details for how you accomplished this!

Submitted

A very interesting and original way to implement the theme. Very well!

Submitted

Kind of hard to get adjusted in the beginning, but overall a great concept. Wish it had an in-game tutorial though

Submitted

Great idea,
controls were hard at the beginning, had no idea that i had to use numbers :)

maybe you could do bottom buttons clickable too? That would be ideal

Submitted

That was really cool! Didn't get it at first, but once it clicked, it was really fun, could see a more fleshed out version of this at some point. Did run into some glitches. Could not finish the level with the buttons as I couldn't pick up the crate when it touched the door.

Developer

Thank you! As for the bugs, tell me about it lol. In general, resetting the room you're in with R can fix em