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A jam submission

Enter the SkrempnetView game page

A tiny action game with an unusual control scheme; Collect the Skremplets and get to the exit.
Submitted by duckbuildgames — 2 hours, 3 minutes before the deadline
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Enter the Skrempnet's itch.io page

Results

CriteriaRankScore*Raw Score
Actually Fun#223.3473.464
Sticking to the Rules#253.4503.571
Skremplet Revival#263.1053.214
Overall#273.0793.188
Covert Environmentalism#282.4152.500

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

This one is pretty damn cool. Took a little bit to get used to the controls, but I ended up enjoying skating around avoiding enemies. Also really like the oldschool VR aesthetic. Felt like playing a fictional game that a kid in an early 2000s movie would be playing, so I'd say it suits Skremplets very well. Nice work!

Developer(+1)

Thanks!  These controls have been an obsession of mine for 30 years and it's nice  to see people enjoying  it!

Submitted(+1)

Heck yeah, actual tank controls! Reminds me of playing Virtual On in the arcades ~ I really like how the movement felt, the pace of enemy spawns felt really good for keeping up the tension. Took a few goes to get used to the flow of where to go and when to use the AoE; I rarely used the shooting in the end unless there was a purple enemy right in my way, felt really cool to just drift around my enemies and AoE at the last second if things looked rough. Super fun game!

Developer (1 edit) (+1)

Thanks!  This game started as an open arena and shooting was much more impactful.  But having the objectives be collectable environmental objects turned out to be way way easy in an open field, so I had two main options: make the field bigger or just add "furniture".   The more changes I made, the less and less necessary the projectiles became.   During the jam, I got so accustomed to just ignoring it, that it didn't occur to me to actually remove it.  After-the-fact, I was worried that having the shooting mechanic intact would be a distraction and trying to make use of it would make for a worse experience.   You and kjee both mentioned not using the projectiles and Kyle stopped pretty quick during his stream; hopefully everyone else did too, lol. 

Submitted(+1)

This is a super fun one. The katamari style controls work super well and the AOE is really satisfying to use.

Developer

Thanks! I love the Katamari  games.  It's my favorite non-"traditional" character/vehicle control scheme and-for now-the only kind of game I want to make.  

(+1)

Well done! I've never played Cyber Sled, but the controls vaguely remind me of Katamari where you have to use both thumb-sticks in conjunction. I really like how glidey the movement feels.

Developer

Thanks! I love the Katamari games.  Outside of a handful of arcade games, they're really the only games to make use of this control scheme.  I wish there were more games exploring it; It's just such a natural expression of the two-joystick gamepad.  

Submitted(+1)

I really, really like the controls on this!! When I read the tutorial, I immediately felt “ooo, this is how it should be” though it did take a while to get accustomed to it. I kinda wanna try Cyber Sled now XD!

Developer(+1)

Thanks!  I'll always carry the torch for Cyber Sled, it's my favorite arcade game of all time.   If you "find" Cyber Sled to play on PC, make sure its the arcade version and not the PS1 port, which we can just pretend doesn't exist.  

Submitted(+1)

I don't have a frame of reference for the controls, but it feels really satisfying and fun to wrestle your brain into moving how you want.  I couldn't make it super far on the 5 starting aoe pulses but it's still really fun given how quick it is to try again over and over.  Love the arcadey high-pressure romp!

Developer

Thanks for playing!  If you go in between the pillars surrounding the center, you'll find AoE recharges.   They're definitely hidden away and easy to miss; I should have signposted them on the outside.  I just added a screenshot of their location.  

Submitted(+1)

The unconventional controls take a bit of getting used to, but once you're dialed in it helps to make it feel like your actually piloting a machine. 

Developer(+1)

Yeah, this game was inspired by the arcade game Cyber Sled.  If you've never seen it, you should look up the actual cabinet, it's super cool.  It's literally just  two joysticks and really feels like you're in control of a futuristic hover tank.  I want more people to see this control style; to me it's always been a super natural way of controlling a hover vehicle and feels like a perfect fit for gamepads with two sticks.  I've always been disappointed that it didn't take off, especially after the success of the Katamari games. Thanks for playing!

Submitted(+1)

Took a second to get used to the control scheme but once I stopped shooting I think that freed up some brain power and I got into a rhythm of diving in between areas, using the aoe and picking up the regen. After a few attempts I finally completed the map. It made for a satisfying progression experience as I went from being barley able to move, to developing little strategies, culminating in that last perfect run. 


My first instinct was to give up after the first few deaths, but I stuck through it like a Dark Souls boss and it payed off. Great game, lots of fun!

Developer(+1)

Thanks for playing!  I'm writing a short postmortem to link when Kyle plays it and one of the things I mention is how you can beat the game without even firing the projectiles, lol.  Ultimately I wanted this game to be a showcase of the control scheme, so I'm glad you liked it.

(+1)

It took me a second to realize that the game is like Virtual-On controls, where Up on left joystick and Down on right joystick will turn you around. Barely lasted a few seconds and then realized there is an AOE shield that blows up everything. Game is pretty cool! I basically lasted until all five shields were gone 

Developer (2 edits)

Thanks for playing! I should have signposted it, but there are zones in the center(follow the green paths in between the pillars in the center) where you can replenish your knockback charges.  I put them where they ended up in the final game, but changed the terrain around them and didn't even think about how hidden they were; Since I obviously know they were there, I just thought of them as being in their place, but if you don't know they exist, they're probably pretty easy to miss.  Despite being such a small game, simple stuff can still slip through without even thinking about it.