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A jam submission

DO NOT COLLIDE THE POCKET DIMENSIONSView game page

So sayeth Marcus the Magnificus. Of course, you've never been very good at taking advice.
Submitted by 4_the_worthy, Krah (@Krah3211), Pokenem24 — 3 minutes, 5 seconds before the deadline
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DO NOT COLLIDE THE POCKET DIMENSIONS's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.1254.125
Concept#14.3754.375
Presentation#34.3124.312
Enjoyment#34.0624.062
Use of the Limitation#83.7503.750

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
3: https://krah321.itch.io/ (art) and https://pokenem24.itch.io/ (music)

Software used
Godot

Use of the limitation
Pocket sized pocket dimensions are thrown around by the player

Cookies eaten
AAAAAAAAAAAAAA ITS DUE IN 3 MINUTES

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Comments

Submitted

Congrats on coming first place in the Mini Jam 190! Super well deserved due to the uniqueness of that gameplay idea. I hope you can keep developing it as it has so much awesome potential - just like the pocket dimensions do I guess!

Submitted

Very difficult controls. I love the art a lot! and movement feels really good here. Music is good here too. My favorites was the avatar and blue litte flame dudes. Also, I love the UI menu screen a ton. Great job on the game jam and I wish you guys luck on the game jam!!!

Submitted

That was quite challenging! trying to collide bullets in places i want it to be just won't work so i spammed and prayed XD

Nice Concept!

Developer

Honestly, the way I played the game during development more or less was just me creating blackholes in the general vicinity of an enemy and hoping for the best. Glad you enjoyed!

Submitted

This is super polished for a 72 hour jam, impressive! Easy controls that were tough to master, I struggled quite a while with the 3rd checkpoint but felt very satisfying to beat. 

Two minor things; 

I got a bug that one of the flame guys attacked with his flames from a room below.

The boss' dive attack was a little unpredictable and hard to dodge.

Great job though, I can see this winning the jam!

Developer(+1)

Thanks for the feedback! I'm pretty sure the flame guy bug is something related to improper wave clearing, which I tried my best to fix in the last 30 minutes and still don't entirely know what's going on... it does seem to happen less often on Web at least. I'll figure it out one day...

Submitted

Great art, and concept, I really enjoyed it !

Developer(+1)

Glad you enjoyed! Compliments to the artist, they did great.

Submitted

Difficulty, art, controls felt well made.  Enjoyed playing this game a lot.

Developer

We worked hard on them! (Well maybe not the difficulty I kinda eyeballed that.) Thanks for the feedback!

Submitted

Yeah. This is peak. Good art, good music, good design, aand good ol time crunch XD

I will say, the combat being a puzzle by design is very unique and equal parts intuitive. I would love to see different types of portal trajectories be available in the future, but at the same time the skill ceiling of using already-fused ones to curve your throws must be inconceivably high. That’s just asking for emergent gameplay. Fantastic work from the three of you!

Developer(+1)

Ooh, different portal trajectories are a good idea, maybe ones that float toward the ceiling or home at enemies could be interesting. Originally, the portals were actually gravity affected, but then it was even easier to just spam projectiles and get things to happen on the floor. Thanks for the feedback!

Submitted

Definitely the most polished game i’ve seen in the jam by a mile. The pixelart is dynamic and crisp, and the gameplay and enemy attack patterns blend seamlessly with their sprites and movement. The concept is really great, though I found myself randomly spamming the balls instead of trying to line up cool trickshots as it just felt too hard. I feel like maybe there could have been more ways to force the player to try to make cool trickshots, but obviously what is already in the game is more than impressive for a short jam. Overall a solid concept with incredible execution

Developer(+1)

Yeah, cool trick shots are pretty hard to line up, which is why I didn't try to do anything too complex with the gameplay. Maybe I could try to expand on that with more time. Thanks for the feedback!

Submitted

OMG the pixel art is SOOOOO beautiful! And what a cool and an original concept! I love the pocket dimension combat, so chaotic and fun! Even though I just kept spamming the mouse button most of the time hahahaha.

I wish this was a full-blown game with a story campaign. This also would make a great rogue-like or Metroidvania. I’m not kidding, it’s so fun playing it that I got late for dinner. :-D

Developer(+1)

Don't worry, I'm pretty sure I got late for dinner making this. (3 days is not a very long time, it turns out). Glad you enjoyed!

Submitted

Haha I completely get you, I’ve been through a few game jam all-nighters myself. I hope you got the needed rest afterwards! :-)

Submitted(+1)

Oh man! As someone who similarly made a game around pocket dimensions I am glad you stuck with a creative interpretation of the theme. You have created a really neat and original mechanic for the platformer/-vania genre. The three-part projectile that sucks things into the dimensional hole or pushes things into it works very well. Because they only form when projectiles collide, there's this chaotic, unpredictable energy to the game's combat which is a lot of fun. Much better than just clicking a few times to kill an enemy. Very satisfying. The game's got a lovely pixel presentation that works well. 

For constructive feedback, the imprecision of the projectile is kind of the point, but it can make direct targeting tricky. You sort of at times just have to trust the dimensions will find the right path to the enemy. Makes it quite satisfyingly challenging! I think it would be insanely easy to expand on this idea and urge you to - the concept is that distinctive. Plenty of elements you could add to with the dimension mechanic. Portal style puzzle mechanics would be a super nice complement to the action. 

Great work! I enjoyed this a bunch and really liked the idea for the game. Please keep at it! 

Developer(+1)

Thanks for the feedback! I did consider trying to make some more precise mechanics with the black hole's gravity abilities, but I realized the whole mechanic would be fairly imprecise in prototyping, so I just focused more on the more chaotic combat side. I do think this idea has more potential with more enemy types and environmental elements, and maybe even some puzzles. 

Submitted

AHHHHHHHHHHHH THERE IS NO END SCREEN IF YOU BEAT YOUR BOSS I CANNOT PROVE I DID IT AFTER 5 ATTEMPTS AEFKAPEIFJWEFOIWJEF

Thanks for making it I had a blast! At first I couldn’t reach the first checkpoint in story mode, but then you get the hang of bouncing the portals just right and it becomes super fun <3 The animations are excellent, well done!!!

Developer(+1)

I had to submit this 3 minutes before deadline, so I might have been a little pressed for time at that point... sorry about that! 

Thanks for the feedback! The animations are truly excellent, kudos to the artist for that.

Submitted

Don’t worry and be proud the boss fight was super tight and I LOVED IT <3