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A jam submission

Dash Catch Smash MVPView game page

This is a short vertical slice of my upcoming game Dash Catch Smash
Submitted by Anas3101 — 20 hours, 41 minutes before the deadline
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Dash Catch Smash MVP's itch.io page

Results

CriteriaRankScore*Raw Score
Satisfying Interactions#44.0774.077
Compelling Gameplay#143.7693.769
Overall#173.4623.462
Stylish Visuals#183.6923.692
Made Me Think#202.8462.846
Appealing Theme#362.9232.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

In general, the game was really good and I enjoyed it. It feels very polished and looks nice. 

I don't think anything was outright bad, but if I really had to pick something, it would be the tutorial. It's honestly one of the better tutorials I've seen in an indie game, but there are a handful of minor points of friction making it feel like 80% instead of 100% there. I like it's pacing and thoroughness. My minor points:

  • Forcing it shouldn't be required. it's really annoying if you already know how to play.
  • Nowhere does it teach you that shapes disappear on collision with the same shape, but go through different shapes. It can be learned eventually, but it took me a bit to realize this, as it seems pretty important.
  • The tutorial never actually test if you learned the skill it just taught you. This could be a problem since as long as you kill all the enemies, you're moved on.
  • Tutorial should pause when giving you instructions which is really bad at times when you give lots of text like explaining the wall abilities. I am a slow reader and missed half the text. I couldn't tell what the blue one did and missed that using them is a 2 hit process. It took me a long time during gameplay to figure those things out.
  • A small thing is player's could get soft locked. It is possible to trigger the blue ability and be left with only a single enemy left. This can happen before you learn about how abilities work, and advancing the tutorial requires killing all enemies. I recommend not adding the abilities until that section of the tutorial arrives.

Overall, the game feels like it's missing something for longevity. I would have really liked to see more interesting level designs then them all just be shrinking squares.  Something that makes you think where you aim and how to properly rebound. Currently there isn't much reason to aim. Just shoot toward abilities and let them rebound kills. Likewise, the upgrades feel really underwhelming. Its really just making things fly around more. There should be more verity and encourage playing differently. I also don't feel like enemy types don't change up much how you play. 

Developer(+1)

thank you so much for playing and giving your detailed feedback! really appreciate it. 

The tutorial has a long way to go and I will revamp it soon, just wanted smth quick and dirty for this game jam. You're also right about the longevity of the game. This jam made me believe that the core concepts are fun and now I will work on turning this into an actual game

Submitted(+1)

I agree that this jam has been incredible. Everybody got so many useful insights and it was cool to see what everyone has been working on. 

(+1)

This is really fun. The combos are satisfying. Banking them off the energy walls and smashing through multiple enemies. 

In the later levels, when a lot is happening at once, I would sometimes lose track of the mouse cursor and realize I was aiming the wrong way. Mouse and keyboard felt a little clunky to me at first, but that may be because I don't play a lot of games that way. 

I think twin stick controls on a gamepad using the triggers to dash and grab/throw would feel great. It could add granularity to the movement controls, in terms of both direction and speed.

Reading the other comments I see you already got similar feedback, but I had a similar experience. Other than that I fell into a state pretty quickly where I was just playing the game and enjoying it. Obviously there's content and polish that's needed, but the fundamentals felt pretty solid to me.

Developer

Thank you so much for playing and for leaving your feedback. 

As you said I got a lot of comments about the controls, so it's on top of my to do list. Happy you had fun with the core concept!

Submitted(+1)

Really satisfying and cool game! Very easy to pick up, and I can imagine can get quite difficult and complicated with upgrades and levels and different enemies. I felt quite strong and the player is really fast, so I did not think it was very challenging (at least not yet, I played about 15-20 min). Maybe you prefer it like this to have it be more arcade-y, and a bit like Vampire Survivors in terms of ramping up difficulty and choosing upgrades? Good luck with the project! 

Developer

Thank you so much for playing and leaving your feedback!! 

I intentionally tuned it towards easy here so playertesters can focus on the core mechanics and not get frustrated over dying. I have to do a lot of balancing and add content, for sure will go towards arcade-y style. 

Submitted(+1)

Well, what a great game you've made 3101!

What was the most frustrating moment in what you experienced?

- Not much to tell here, it was a nice arcade experience for me.

What was your favorite part of the game?

- The main mechanic is simple, yet really satisfying, double/triple/multi kills were a great idea.

Was there anything you wanted to do, but the game didn’t let you?

- I really wanted to do some crazy s***, to see some reaaaally crazy stuff on screen, to upgrade that lightning wall and just let things be out of control.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I'd add lots of crazy stuff to the arena, lots of sfx, multi kills voice overs, the possibility to "break" the game.

What would you say you were doing in the game?

- Throwing enemies onto lightning walls and hoping for a rampage!

How would you describe the game to friends and family?

- A well made mix of arcade and survival.

Keep it going, good luck.

Developer

Thank you so much for playing and for leaving your feedback!

I will work a lot on juicing the game up and making game-breaking runs :))

Submitted(+1)

Dang, this was sooooo much fun to play, I super got into this!!!! I am only sort of joking when I say I kind of want a voice over saying "Triple Kill" "Killing Spree!" as you get more combined kills. Super satisfying to play. Only feedback I'd give beyond asking to play more is I think the upgrades were a bit meh, I didn't feel super excited by them or like I was getting interestingly more powerful - I think there is a lot of room for some really interesting experimentation in that area. I could never quite figure out what the blocks/walls did and it was a bit unclear what was happening and the tutorial about the blocks seemed to flash up and be gone faster than I could read it - maybe a continue button their so people can read at their own pace might help? That has probably been my nicest surprise of the jam so far as I didn't have any major expectations but ended up really enjoying it and wanting to continue. 

Oh, the music stopped at one point so I think that might be a bug or the music just ran out or something. 

Developer

thanks for playing and for your feedback, i also really appreciate the kind words. 

The upgrades defo need a lot of work to feel powerful, and the tutorial needs to be rehauled entirely to allow the player to move at their own pace like you suggested.

I was also contemplating the voice over when the player performs cool things hehehehe, will work on  that for sure. 

Submitted(+1)

Dash Catch Smash is a really good example of how a game can be so much fun, even while just using simple geometric shapes with fitting audio visual FX. At first it was tricky but after I got used to how the game plays, it was easier. Nice game!

What did you like the most about this game?

The overall theme, simple colourful style, done really well was really nice

What did you dislike the most about this game?

The game doesn't have much, so there's not much to dislike - perhaps that is a dislike. Maybe the game play is too simple, or maybe needs to be more complex. 

What would you like to be able to do in this game that you have not seen yet?

Customization, upgrades and levels seem to be the only improvements I'd like to see i.e. it's just a content thing. I'm not sure how Dash Catch Smash could expand to a bigger game - but for a start it's really great

What frustrated you in this game?

My only frustrations are superficial and more about my own abilities, but I did have trouble with the players character dashing forward in unintended directions and a small lack of feedback from the game regarding when the enemies are stunned - some kind of powering down sfx? Maybe a shutting down visual fx/element with the flashing after that?

Pretty cool game, thanks for putting it 'out there'

Developer

thank you so much for playing and leaving your feedback, really appreciate the kind words. 

Indeed it's quite simplistic now as it's just a proof of the core gameplay. Now I have to spend time turning this 10mins of fun into a proper 5-10 hour experience. Many people mentioned the dashing towards the mouse is not ideal, i will look into that

Submitted(+1)


This MVP is a solid start to what I think could be a fun game!

  • What did you like the most about this game?
    • While you could definitely go a lot of different directions with the visuals in the future, I felt for this type of game the neon geometric art with the juicy interactions was great!
  • What did you dislike the most about this game?
    • I’m not very good at these types of games normally, and I honestly found this game to be a bit easy. I beat this MVP version of the game without dying once which made for a fairly boring experience. I do understand that this is an mvp though and the point is just to get the mechanics in a state that expresses what the game is. Just making the level timers longer would make these much harder for example what is an easy way to ramp the difficulty.
  • What would you like to be able to do in this game that you have not seen yet?
    • It would be interesting if some of the upgrades were new weapons like an area stun blast as an example, but that might complicate the controls.
  • What frustrated you in this game?
    • I would say I don't have many frustrations. The controls felt pretty good and responsive. I think the most frustrating part goes back to my dislike answer in that I didn't find it very challenging.
  • If you have seen/played earlier versions of this game with the Rock Paper Scissors enemy matchups, how do you find the game now with that system removed?
    • First time playing, but that sounds interesting.

Developer(+1)

Thank you so much for playing andthe feedback!

All my previous game jam submissions (unrelated to IGC) were tuned to the difficult side, so I decided to make it a lot easier for this submission and tune up from there :P. I definitely need to balance the full game better. Defo need new run-defining upgrades too. 

Glad you enjoyed the core concept!

Submitted(+1)

Hey, I tried it, and it was really fun!

The game tutorial was really good, but the text went quite fast. The game was easy to catch and had fun smashing things!

What did you like the most about this game?

I loved it when bouncing and smashing got so chaotic, and the slow motion kicked in. It was so satisfying. (as in 10min 40 sec in the vid)

What did you dislike the most about this game?

Hmm. I'm not sure if it's disliking but I really wanted to play this with a controller. Even with the mouse, I came less and less careful with aiming while progressing through the game. So being able to see the path and aiming might be my most unused feature?

What would you like to be able to do in this game that you have not seen yet?

  • I would like to see items spawning in the level! Sheild Items, Health Items spawning during the level. Maybe more weird items that spawns black holes that pulls enemies to a point so that you can smash them all at once!
  • Enemies dropping coins so that you can buy more upgrades per round. All that good progression stuffs.

What frustrated you in this game?

When the enemies get smashed, sometimes it passes through, and sometimes it doesn't. I didn't understand what was going on there.

----

I saw Joe play the game on stream, and it's really cool to see that you're having a fast iteration cycle. Keep up the good work!

Developer(+1)

thank you so much for playing and recording it as well!!

I got a bunch of feedback about adding controller support, also from friends. My goal is to make this a steam-deck friendly game so I will definitely work on this but I need to see how to make it smoothwhen controlling with thumbstick, especially the dashing

Enemies of the same shape destroy each other instantly, but if you throw an enemy at another of a different shape, it will go through. It made more intuitive sense with the now-removed rock-paper-scissors mechanic,so I have to figure out a way to teach this to the player with the new system. I also like the ideas yuou suggested about pickups in the level, will experiment. 

Happy you enjoyed the core concept!!
 

Submitted

 - Impressions from first playthrough:

Core gameplay is solid, could not drop it until the end of the demo

Vibes are good, nice choices on the music and sound effects department

 - Bugs:

Music stopped during one of the levels and only started again when starting the next.

 - Controls:

Movement felt a bit stiff

Did some dashes to a direction I did not want to, especially in high pressure moments

 - Juice/feedback:

Upgrades did not feel too impactful

Dash availability needs stronger feedback

 - Brainstorm:

Sound cue to communicate dash is available again

Character has a front side that determines dash direction

Mouse only controls - character follows cursor, dash with one button, grabs/launches enemies with the other

Let player pick one upgrade right at the start

10x the power of upgrades, so that the playstyle changes dramatically

Add movement inertia, have an acceleration/deceleration curve

Increase juice on large plays, every additional enemy defeated adds to the effects

Large combos give a temporary buff 

Submitted

 - Impressions from first playthrough:

Core gameplay is solid, could not drop it until the end of the demo

Vibes are good, nice choices on the music and sound effects department

 - Bugs:

Music stopped during one of the levels and only started again when starting the next.

 - Controls:

Movement felt a bit stiff

Did some dashes to a direction I did not want to, especially in high pressure moments

 - Juice/feedback:

Upgrades did not feel too impactful

Dash availability needs stronger feedback

 - Brainstorm:

Sound cue to communicate dash is available again

Character has a front side that determines dash direction

Mouse only controls - character follows cursor, dash with one button, grabs/launches enemies with the other

Let player pick one upgrade right at the start

10x the power of upgrades, so that the playstyle changes dramatically

Add movement inertia, have an acceleration/deceleration curve

Increase juice on large plays, every additional enemy defeated adds to the effects

Large combos give a temporary buff 

Submitted(+2)

Love this concept.
I played in in the train on a laptop with touchpad, so i always had a mouse in mind and think with a mouse this rocks.
The core concept is ultra satisfying. I think you know what you need to do. Hire the most stylish artist you can think of, pump up the gamejuice, effects, sounds and tighten the controls a little more. Add some bosses and you got an amazing game for in between.
I could see this as a great mobile game.

Submitted(+1)

Add highscores, daily challenges with the same seed for everyone, to keep some long term motivation
Improve the color palette and up the highlighting of what does what. Sometimes it was hard to tell if a wall is active already and which enemy to dodge and which one is the one i used as a projectile.
Keep it up!

Developer(+1)

Thank you so much for playing! I am happy you enjoyed the core concept of the game.

The highscores and seeded challenges are a great idea!! I 100% agree with you that the game needs a fuckton of polishing and juicing, especially with making wall effects more readable and making empowered enemies from those wall effects readable. 

Submitted (1 edit) (+1)

Once I got into a groove this was a fun game! I’m not sure how different the upgrades feel since I only did one play, but by the end I had shapes bouncing uncontrollably and teamkilling anyone in their path. I think the best player upgrade was dash cooldown and increased range made it feel a bit like geometry dodgeball.

I think I missed a few of the tutorial text because I was focused on the player. And the side walls were hard to tell at a glance with the icons, playing with color/saturation/glow between states might help during frantic decision making.

My recording got messed up so I only have a few minutes. There were a few times where I grabbed the title of the window, I think it would play well with controller!
https://youtu.be/IYhDrpvIZYw
https://youtu.be/4jdK07y-s2M

Developer(+1)

Thank you so much for playing and even recording the gameplay! I really appreciate it. 

The upgrades as t hey are now are not so run-defining, that is something I still need to work on. Also juicing the game with effects and improving readabilityto things like the empowered walls. I got a lot to work on from here. Im just happy you enjoyed the core concept!

Submitted(+1)

Hey, I will use your template for the questions:

- What did you like the most about this game?

Making huge combos in late game was really nice. Maybe you can boost the feeling even more with some camera or postprocessing effects on high combos for example.

- What did you dislike the most about this game?

It quickly got repetitive after the first level. I think that it needs more variety in level layouts, different effects or 

I was expecting the cards to have some icon/art in the central rectangle.

- What would you like to be able to do in this game that you have not seen yet?

More variety in:

+ Builds while picking cards. E.g. having a build that allows killing enemies while dashing, or boosting attacks that make use of an specific enemy. The latter would add more strategy as well as some enemies will sudenly become more useful than others depending on player choices. 

+  Visual elements. Maybe some moving background or some other element moving/animating or having particles besides the player and the enemies.

- What frustrated you in this game?

I dashed to wrong directions that I wasn't thinking of a lot of times. Maybe adding the dash trajectory in some form could be useful.

Dash cd is hard to read while you move because the circle starts spinning.

- If you have seen/played earlier versions of this game with the Rock Paper Scissors enemy matchups, how do you find the game now with that system removed?

I think it is both better and worse. It is better in the sense that there are no frustrating moments of needing the exact enemy type to counter another enemy but it hurts a lot the overall gameplay complexity. I suspect this amplifies the feeling of it being repetitive.

I would try to reduce the difficulty/frustration of using the type system instead. 2 different options come to mind:

1. Using only 2 colors instead (like Ikaruga).

2. Having the type advantage to only affect for a bonus effect (more enemies can be killed, increased projectile size, more speed, etc). This would make it less punishing and it would incentivize the usage by its reward instead.

Hope this helps.

Developer(+1)

Thanks for playing and using the template for giving your feedback! Super helpful. 
The game is in desperate need of polishing and juicing, so I understand all of your feedback regarding that. Build variety is also a good point, right now the upgrades aren't really super different. Cool idea to have enemy-specific builds, I'll experiment with that!

Extra thanks for comparing it with the version that had the rock-paper-scissors mechanic. It does reduce the overall complexity, so I was thinking of adding complexity differently. For eg some special enemies that cannot be grabbed, or enemies that can only die if you throw them at other enemies. 

I am happy you had fun with the core concept!