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A jam submission

Kernel Panic!View game page

Game about sentient typo
Submitted by c0ldie — 3 hours, 18 minutes before the deadline
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Kernel Panic!'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#114.1434.143
Concept#163.7863.786
Overall#373.4113.411
Enjoyment#553.0713.071
Use of the Limitation#742.6432.643

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
David Vasiliev

Software used
Godot Engine

Use of the limitation
implemented the limitation for lore reasons. My idea was that a small typo came to life, grew stronger, crashed one computer, and escaped to another. In our modern digital world, a sentient being that crashes our systems for fun (we are just playing a game, aren't we?) would be pretty darn powerful and terrifying

Cookies eaten
1 chocolate bar, 2 packs of waffles, and lots of coffee.

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Comments

Submitted

OH MY GOD. Never going to return 0/ anymore

Submitted

Wow! Super impressive style, presentation and concept!

Submitted

Nice game, i love the aesthetics

Submitted(+1)

Loved the flashing between the questions and exclamation mark on the title screen, which set the mood immediately. The concept of a typo turning into a controllable character is such a clever idea, and fighting other characters as text is such a clever idea.  Letting you grab all the skill power-ups between rounds is a great take on the limitation, and the concept and art really sell it. Very clever and awesome overall!!

Submitted

The visuals on this game are so well done! Not just the CRT filter and glowing characters- but even the background sounds feel very immersive. Well done!

Submitted

I can image this as a full game(i'd like to play it)

Submitted

quando morro n tem reset o q me deixa irritado


Submitted (1 edit)

I'm totally stunned by the presentation of this game. Wow! It felt cool gliding through the terminal. I'm not really a coder so some of the references may have escaped me. But that's fine :) It sold the fantasy for me. 

I'll echo the other feedback about the grid-style movement fighting against the bullet hell gameplay. I was really aching for more freedom in that regard. I would also recommend adding controls to your description. There aren't many, but it's a nice thing to offer players.

Awesome work :)

Submitted

I tried playing it, but when i clicked enter, I couldt pick anything and got stuck. On the other hand, the vibe was amazing, the whole concept was sick! When i was getting into it, I could never expect it to have been a bullet hell haha, pleasant surprise
Also I couldnt really get behind the clunky movement controls, i feel like thats the most important thing for a bullet hell

Submitted

Definitely one of the most unique visual styles I've seen for a bullet hell type game, the intro had me interested, but once I entered the first actual area, I was stunned at how cool it looked. And that boss is awesome, classing retro bullet hell design, with a big wall of death spraying millions of projectiles all over the screen. Movement could use some reworking though, it doesn't really lend itself to the bullet hell gameplay. I think it could be a unique take on the genre if the projectiles also had to stick to the same grid as you, maybe something to consider if you ever returned to this project, which I hope you do!

Developer (1 edit) (+1)

Yeah, I think I'll change the movement so the player can move freely (after all, it's a main character and rules don't apply to them xd). The only reason I made it like it is because I wanted the characters to move like a text cursor, tapping moves it instantly, and holding moves it faster after a short delay. And enemies will keep moving the way they do now.

About projectiles snapping to the grid. I already tried it and it looked terrible. Projectiles are much faster than the player and there are tons of them, so it made the whole game look super jittery. It might look better if they moved slower, and only vertically and horizontally, but I don't want to do that, I think it would be way harder to create interesting attacks this way.

I also don't think I will stick strictly to text for the visuals like in the prototype. I really like how the environment and the final boss look because there’s enough room for text. The player looks fine too, since it’s just a '0' and doesn't need many symbols. But visualizing small enemies, items, or icons is going to be a real pain. I want enemies to look like part of a real system, and making for example an antivirus or a daemon look good with just few symbols will be frickin hard.

Submitted(+1)

Free movement is definitely a good solution, and it's cool to hear that you attempted the grid based projectiles, even if it didn't work out. I did appreciate that the movement felt like a text cursor, it's just the enemies didn't like me moving so slowly haha. It sounds like you're intending to work on this more then? I'm excited to see what you have in store!

Submitted (2 edits)

Hey, a fellow developer making a retro-themed computer game for the jam! I like your BIOS and startup sequence much more than what I've tried to do in some of my games, and you did a great job at convincingly using effects, sound and visuals to convey the idea of a bug in an old computer. There's some nice little coding references in there too, like how health is represented as a set of commands to delete the player to the bin. I did not expect whatsoever I'd be playing a shoot-em-up from the outset, and it's a nice surprise that handles well. There's some decent quality of life design choices here like guiding the player and tooltips. You honestly could easily make this into a full experience and flesh out the environment in creative ways as the physical and digital spaces you could imagine inside computer infrastructure - like how you've done with the creative ASCII in the kernel security boss. Hmm - for feedback, the only thing is thinking about the grid based movement, which is true to the design of a retro game, but also atypical for a shoot-em-up which usually demands freedom of movement to make the player feel like they can fairly avoid bullets that don't follow the grid. But it's a very valid aesthetic choice. Congrats on getting this out in so short a time, and it really is something I hope you can build on - or something similar! 

Submitted

Great presentation and selection of SFX. The sound really added to the immersion and feeling of being inside an old computer.