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A jam submission

ErgoManiacView game page

The corruption spreads.
Submitted by Crouton Pants — 1 hour, 16 minutes before the deadline
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ErgoManiac's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#36742.9552.955
Creativity#55052.8642.864
Narrative#68761.7731.773
Artwork#71012.1822.182
Audio#75961.7271.727

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Looping stage with precedural generation

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Comments

Submitted(+1)

Ok, so you asked for feedback.

"Is the idea good or not" is not really the question. It's all about execution, especially with platformers and/or shooters. An idea will not make a game good, but thoughtful implementation would. I wouldn't say that the movement here is implemented well, but I like the choice of mechanics and the "kickstart" feels nice.

Specifically in this prototype, I was mostly frustrated with having to skip over 1-block platforms. This was probably what kept me from "getting into the flow", being forced into a precision-platforming segment before figuring out the metrics. Speaking of which, I think I often got frustrated because I had to make small jumps, smaller than I felt like doing, but only until I discovered the dash. 

That being said, I imagine this would be a much different story if this was not the start, but somewhere in the late game. As I understood, the idea was about getting through the same track decaying with each loop. Okay, why not start  with an almost uncorrupted track (think solid bridge) and then, after it gradually decayed over several loops, presenting us with increasing challenges, we could arrive at precision platforming we have in current prototype? This would also be backed by player being more invested in the game by that point.

Anyway, congratulations on making it through the jam! Don't linger on thinking you "don't know what's good" — you will learn, by playing your game and other games and answering the question: "why it feels the way it feels?" 

Developer(+1)

This feedback is beyond valuable to me. And helps to put into words some ideas I had. Someone commented about how they thought it was going to be like minecraft parkour, but it definitely was not. The level generation is expecting precision platforming, when the movement system is intended for breakneck speeds and quick gap crossing. My plan is to strip away most of the precision platforming for something more open.

I'm currently remaking the loop generation from the ground up and already fixed a lot of problems. Thank you so much for taking the time to leave such a thorough comment. It helps the process SO greatly! 

Submitted(+1)

Nice game

Submitted(+1)

Good platforming mechanics, it's a good base for a 3D platform controller in the Ultrakill style. :P

Submitted(+1)

I think I get the feel you were going for (love movement based games) but there are some unpolished parts, for example spamming `Shift` makes you levitate. But it is fun.

Developer

You understood my intention and that makes it worth it lol. all the needed changes like adding a kill wall and level restarting was only completed an hour before the deadline. I submitted the working web version literally one minute before closing was supposed to happen. I'm adding most of the feedback and changes I want currently, and once the jam is over, I'll update with the fixed version with sounds and patches and generation changes. After I added a dash cooldown, the game instantly became 10 times better and I loathe the fact that I missed adding that

Developer

oh and I know I already commented on your game, but I would 100% pay money to play a full version of it! You guys are amazingly talented!

Submitted

Thank you so much man! we plan on buildig it up x3! We have so many ideas but there just was not enough time. But we will update it!

Submitted(+1)

The 3D controls feels super nice

Submitted(+1)

Cool game! I do wish it had some audio tho

Submitted(+1)

You've got a great idea, and the movement mechanics are very well executed.  A storyline, better graphics and audio would turn this into a very neat game! Maybe also make the corruption more impactful and maybe even start taking over your abilities. Unable to dash or move left after loop 5 for example?

Submitted(+1)

Interesting. I think it lacks another means of pressure, like a time limit, a platform falling, or a border that keeps getting closer, forcing the player to go forward. Now that you have the main mechanic working, try to build around an aesthetic, a story (even if it's just basic). I think you would gain if you immerse the player and give him a goal and a reason to go in a loop. Try working on the game's feel, if you want the player to feel that the world is falling to corruption around him, and they have to survive, that would be good. Really good job for your first game!

 

Submitted(+1)

It looks like minecraft parkour but boy does it not feel like it. As someone who has played way too much minecraft, the controls were hard to adjust to. Zooming off into space with the dash key was more fun than doing the parkour for me. I love the concept though! I'm sure with enough playtime I would get used to the speed/gravity and start to really enjoy it! 

(+1)

Found an exploit! pressing the dash button multiple times in quick sucessions make flying possible!

Submitted(+1)

Hard to control the character, maybe it's my problem XD. Corrusion through loop is a good idea!

Developer

In what way do you think it's hard? When I patch it, I'd really like to know how it could be better! I've spent a good amount of time playing it myself and had no one to playtest it, so I'm pretty blind to how it feels to try and learn it

Submitted

It's only my opinion though...I think the gravity scale is low that I cannot predict where would I land on...Like walking on the moon, it is fun but hard to master it. If you think that the gravity is good now, maybe raising the character's speed is a good choice.