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A jam submission

Chakku Randhawa: Hectic Clicker [Alpha Build]View game page

Hectic Clicker
Submitted by Kankshita Kalbaisakhi — 21 hours, 16 minutes before the deadline
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Chakku Randhawa: Hectic Clicker [Alpha Build]'s itch.io page

Results

CriteriaRankScore*Raw Score
Stylish Visuals#124.0004.000
Satisfying Interactions#153.6673.667
Made Me Think#222.6672.667
Overall#223.2003.200
Compelling Gameplay#322.8332.833
Appealing Theme#402.8332.833

Ranked from 6 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)

Overall it was fun but there wasn't enough to keep me engaged through the whole experience. I'd like to have different items to click with new movement patterns as the game progresses to keep it interesting. Maybe some combos or other things to look for beyond just clicking. The clicking itself was smooth and satisfying. I didn't personally care for the music or the themes if I'm being honest. The brain + intrusive thoughts concept is pretty cool but I didn't feel any connection to the different interactions. It also might be worth adding some difficulty options. I was able to finish the game on my first attempt but I see from the comments that some people struggled. 

Developer(+1)

Thank you for the feedback. You added much needed insight regarding the feel and the longer term aspect of the game. The different items to click thing is something we were thinking too so your comment helps. Also noted about the combo thing will try to incorporate that. Also I understand the different interaction not connecting it is our current priority with current fixes. 

Thanks again for checking out the game, you have given some concrete feedback for the next half of the work.

Submitted(+1)

Hey, i love the vibe of the game, but playing it on my touchpad made my fingers hurt and i had to stop.
 Also its not clear that you are a "cop". I agree the background layer should get some subtle animations, maybe subtle glow/color shifts depending on health, amount of signals, etc. 
I didnt understand what the symbols actually do. So if i dont click them, i dont seem to loose health.
Had to stop after a few runs because of the touch pad being too inaccurate for the game. I could also see this more as a mobile clicker game than a windows one.
Overall a very interesting prototype, so i would definitely follow the development of this one!

Developer

Thank you so much for playing the game and leaving your feedback. The 'cop' portion is something we are trying to iterate with some revision to the dialogue system. Also will see how I can add some motion to the background (truthfully dont have experience in shaders but will see). 

Also, I am mostly working on making a PC version of this since I dont know how to make mobile ports but, I understand you finding similarity with a mobile clicker. That's what the initial inspiration was too.

Thank you for the feedback!!

Submitted(+1)

First time I play a game that uses a brain as a stage, it is an interesting choice.

I lost by clicking the brain too much in my first playthrough, I think the outcome wasn't clear.

I think the icons should have a collider slightly larger than sprite size, otherwise it feels a little unfair. 

Clicking icons feedback is a little too much imo, it covers a lot of screen.

Sometimes the icon explosion feebacks spawns in the wrong position.

Losing health after "bad" dialogue choices feels unfair.

It starts too slow once you already know the basics.

Background felt too static.

I stopped playing after 4 attempts.

I hope the feedback helps.

Developer

Thank you for giving time to this game. Appreciate your feedbacks. Trying to incoporate a (limited) save system so that we can track if the players have played the game for the first time or not. So that the "slow start" doesn't affect. Also in this version we mostly wanted to see a proof of concept that's why the dialogue "consequences" we only had the health to fiddle with but now we are trying to revamp the whole dialogue layer.

The background being "too static" is a feedback we are getting but dont quite understand what it means. Would you be so kind to suggest what do you mean by that?

Submitted

Cool, a faster start as you described would be nice.

I mean that the screen space around the brain feels like a still image, i.e. no movement, no animations, no particles, no screen effects.

It should not be too flashy as to take away focus from gameplay but having something active in the background would be nice

Submitted(+1)

hey i played the game and left my feedback on the discord!

Developer

Thank you so much I will check the discord for sure!! We appreciate you taking the time to play the game.

Submitted(+1)

I liked the music and the main mechanics felt really good, text based events are cool.

As an incremental, I feel like even if I lost, I need to earn something from the run so the next run would be better? I played like 4-5 runs and lost all of them at first and did not learn a new thing other than the questions so I felt like this is bad. Than I made a strategy and gone throught 1500+.

 I thought the triangles are the ones that move when I hover over them but suddenly square ones also move ? So I don't get what is the difference.(I later understood this, ok so if i just play defensively, I don't die but I don't progress? Especially at the first round(before the first event, and at after some points, the game just stalls when you do this, nothing happens)

  

While you're on the menu, clicking things also harm the brain, which I think is a bug.

I got the fund+1 option but nothing really happened. I've seen the cat lady event 3 consequtive runs, which at first was a dramatic situation.

I really like the appeal of the game, but can't really match it with being a police vibe, it''s more like i'm having a drug and seeing some side effects on my brain, but I can make super interesting decisions and all that. (Like the movie limitless)

Thanks that was an interesting experience (ksnnacar) 

Developer(+1)

Hey thanks so much for the taking your time with the game and really playing. Firstly my warm thanks to you for trying it out for more than 1 run. This one we just threw together a lot of the parts to see if people are even engaging.

We are currently actively developing the game and the version posted here was really just to see the part of whether people are even engaging with it before we add on more progression systems and things. So on to your point about that we are currently working on the updates regarding that. Also yeah both the clicking the worms through the menu is a bug so is the Square ones moving also is a glitch from a failed visual effect!! 

Thanks for updating regarding the story scenario its both a bug since one scenario card shouldnt appear more than once per run but it is also for the fact that this version has lot less amount of scenario pool to pull from. That is why you received same scenario more than once. We appreciate your well thought out comments!! You've given us motivation and directions to work towards.

Developer (1 edit)

This is an incremental text-based narrative game. You play as a cop trying to keep the brainrot away while not damaging your brain in the process. Make some compromised choices or give in to the police brutality!!


This version is a super early prototype so UI's portions are not as polished. This is made as a proof of concept so thing where feedbacks would be welcome (but I would prefer if you play the game first and gather your own thoughts):

  • Does the moment-to-moment gameplay feel satisfying?
  • Was there any pain point you faced in the game?
  • How would you describe the game?
  • What did you like so far of the gameplay features?
  • What would you wish for in terms of progression system considering the kind of game this is?