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FLOWN_THROUGH's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #1578 | 1.969 | 2.667 |
| Enjoyment | #1592 | 2.093 | 2.833 |
| Theme | #1614 | 2.093 | 2.833 |
| Gameplay | #1671 | 1.846 | 2.500 |
| Overall | #1692 | 1.908 | 2.583 |
| Audio | #1699 | 1.600 | 2.167 |
| Visuals | #1794 | 1.846 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Every time you pass a specific distance you get to choose whether you want to make yourself faster or the enemy chasing you faster. Making yourself faster makes it more difficult to dodge obstacles while making the enemy faster makes it more capable of catching up to you.
What code and assets did you not make from scratch during the jam (if any)?
Audio from pixabay.com
How many people worked on the game?1
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Comments
I think after the first playthrough or so, the variables are switched. I was increasing my own speed, and the enemy was catching up to me. Also, it wasn't reseting the numbers, so by the time I stopped playing, the enemy was on top of me as soon as I started. It's a neat idea, but it had some gamebreaking bugs. Also I think the random generation of the space junk is a little hard at times.
Oh, yeah I see what you are talking about. I just tested a bit further and I did have a bug where I spawned in the border and died but not really with anything else. Also I am not sure what you meant by "switched" because I have set my speed really high testing on multiple runs in the same unrefreshed page and I was always faster when changing my speed specifically. Oh, and the random generation spawning like this actually is a bug of multiple cloned instances of the same chunk spawning at once but I though it made it a bit more challenging so I left it in. I didn't get the bug with the numbers not resetting either so I am not sure about that one. Thanks for playing anyway!
I like the concept, think it has potential. I didn't really feel the risk of the enemy catching somehow, even when I increased the enemy's speed, the distance gap just kept growing. My biggest risk was hitting something. Would have been great if there was some music to build the tension as well. Good job!
I might have messed up the formula for the enemy's speed because I was trying to make it so the enemy is always a tiny bit slower than the player but I guess it somehow made the enemy's speed negative or something. Thanks for playing nonetheless!
Edit: Yes it was in fact the formula. In my attempt to make it "better" I did something stupid like changing Y by ([speed variable] - 0.5) * enemySpeedMultiplier when I could've just had one variable for speed - 0.5 and increasing the speed by 0.25 or something similar.
Cool concept!
Solid game. I could feel the tension once I realized I would have to start increasing my speed to stay alive.
Fun game! Really liked the art of it all!
Really nice game! I am no space dude but I enjoyed having to traverse the upcoming asteroids even though I died a bit too early ;-;
Really fun game, one small suggestion would be to maybe give the first upgrade a little earlier because I had no idea there was more to the game until I got it haha.
bro... bro... BROOOOO!!! WHERE IS SOUNDS IN YOUR oh stop there is no sounds in space my bad. good game btw
I made them too quiet so they don't evaporate my headphones but forgot to make them louder on export lol