Fantastic job with the idea and execution. I really enjoyed the art and music, and the effects when the black hole got near were really spot on. Great job!
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Critical Mass's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #13 | 3.667 | 3.667 |
| Fun | #18 | 3.833 | 3.833 |
| Overall | #23 | 3.741 | 3.741 |
| Audio | #23 | 3.762 | 3.762 |
| Theme | #37 | 3.833 | 3.833 |
| Originality | #44 | 3.690 | 3.690 |
| Controls | #45 | 3.500 | 3.500 |
| Graphics | #45 | 3.905 | 3.905 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
Decorate your world with particles
Game Description
Escape from the All Consuming Black-hole you created!
How does your game tie into the theme?
The main loop of the game is running from a Black-hole that is consuming the world around you!
Source(s)
N/A
Discord Username(s)
krawlic
Participation Level (GWJ Only)
0
Comments
Fun infinite runner idea and solid execution that left me wanting more
- Really like the presentation think it's cohesive and solid
- Can tell levels are generated in chunks but can't tell easily when they start and end, they are very well and seamlessly connected
- Clicked for the cat and loved the cat, funny cute dialog, good sound clips. Looks like a pettable creature
Wishlist/Random improvement ideas as tribute:
The execution reminds me a bit of Dino Run and even more of an obscure Nintendo DS game it could steal notes from : The Chase- Felix meets Felicity
In it you outrun a level-obliterating void as you draw your own platforms using the stylus using a mana system. If I recall you can also grind down slopes to accumulate notable velocity).
Notable differences between this and The Chase:
- The Chase has a preset campaign made of handcrafted levels
- The deathwall goes at a fixed speed
I think, like Dino Run or The Chase, this would work better as a hand crafted or at least finite runner experience if you had had more time.
Currently you score based on how far you go, but that metric feels grinded for with time more than skills. You complete runs and get cool upgrades, but very quickly you master or trivialize all the platforming chunks (triple jumping over the garage area for example) and the only measure of how far you can go is how many upgrades you've accumulated rather than any test of skills. Then the high score chase loses a lot of meaning and left me with a bitter note despite the polished experience.
I think one of two ways could really improve this game if you chose to make it into a full title or similar jams in the future :
- Have a finite and clearly communicated end distance for which the player is grinding for
- Have individual levels to beat
Then the metric of success/personal satisfaction could be : Time to beat the entire thing or Number of attempts before beating the entire thing. Cheers and thanks for the feedback on our game too :)
sadly it crashes my browser on MacOS (Firefox)
EDIT: it works on safari
The theme is very unique and fun, the upgrades to purchase are insane (i was about to mention how hard the game is without apparent coyote time, when i encountered it in the shop and made me giggle a little, nice 4th wall breaking).
The last questions remains, is there an end that can be reached? Was i just impatient?
I liked the endless/rogue-like combo. The upgrades helped keep getting further each time, especially being able to keep your currency.
One of the best concepts in this jam! Cool to continue upgrading and getting a little further each time.
The music fit the game well. the artwork was nostalgic and top notch
This was really cool. It's got good music (the horn was a little grating but I got used to it lol), great art, and great design. It does become a bit trivial to get over obstacles after a certain amount of upgrades, but that really makes you feel powerful as a player. Like I used to get stuck on every little box and wall and now I just fly over it all. I had some issues with the repulsor, it felt like it took too long to activate, and often the black hole would get me before it went off. Or I'm just bad at the game idk. But hey, it was still a pretty dang good entry, and I had some decent fun playing it.
I agree, the repulser needs to be near instant activation to save you from the black hole! I have an idea for an upgrade like an emergency teleport that would automatically port you forward if you got too close to the black-hole! Also listening back to the music I agree! I definitely was a bit too locked in to notice that haha
Woah, this one was awesome! I genuinely got sucked into playing this one way longer than I intended to because I got so invested in trying to get the next upgrade that I completely lost track of time! I honestly don't think I have a single complaint, I just would love to see this expanded upon in the future!
A fun game with good art and music. I also enjoyed talking to the cat in the shop a lot. I think the only change I would make is to not have the black hole start moving until you do. If you aren't holding right pretty much as soon as a round begins, the black hole already gets close enough that you can't escape it. I figured this was a scripted loss at the beginning of the game to introduce the shop, but I had multiple rounds that ended this way because I forgot to press right as soon as I spawned.
Pretty good game, I really liked the platforming challenges that you went through, and the music is pretty memorable even if it is somewhat short. I encountered a pretty funny bug that happens when you spam the E key on level startup; it causes the player to spawn much further back then intended and causes the music to start playing over itself. With enough E presses, the screen can forced to move infinitely to the left.
I've managed to break the game by throwing repulser seconds before dying, died, while death animation was rolling, repulser actually worked and when I spawned inside the shop... I was eaten by the black hole XD
Still, incredible amount of work (gameplay side, art side, music side) for such a short time!
My only issue with the gameplay itself is pretty simple - after obtaining triple jump and bunch of speed upgrades, I just mashed jump button as often as possible to fly above mostly anything. Also, crouch dash isn't very utilized except that one green house.
Still, amazing entry!







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