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ħUP!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Made Me Think | #3 | 4.333 | 4.333 |
| Appealing Theme | #18 | 3.750 | 3.750 |
| Overall | #19 | 3.383 | 3.383 |
| Satisfying Interactions | #25 | 3.000 | 3.000 |
| Stylish Visuals | #28 | 2.917 | 2.917 |
| Compelling Gameplay | #31 | 2.917 | 2.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Cool idea, very original concept! The movements do feel a bit too unpredictable for such a huge map. I was able to pick up every upgrade I put my efforts into, but those within the "No Cloud" zone were particularly hard, and trying to pick them all might be too frustrating. The time it takes to change the randomness with the mouse wheel might be too long; perhaps a faster tuning speed might make the game feel more enjoyable. Regarding upgrades, I think I only got real use from the one that let me move through walls; the other ones were a bit confusing. Faster cloud speed would be really cool. Overall, really cool prototype interested in seeing where it goes from here.
Thanks for trying it out!
Yeah, I tried to go with "intuitive enough imagery to guess what it does" for as much as I could, but it all (the upgrades especially) needs another art pass really. I've got a broad plan in the works (lower down and in the project thread) and I think I've got a good idea for giving the player some control without completely taking away the particle's character.
Really cool concept. Will play more and give more detailed feedback soon, as I had only too little time due to a long business trip. Keep it up
No worries, thanks for checking it out!
Cool concept. Gameplay wise, it's difficult to have a goal of getting from A to B and execute it unless you're very patient. Feels like you just have to roll with it. But the mechanic is interesting. Now if you can do one about the delayed choice quantum eraser that'd be great. I've asked claude to explain it to me like three times, and I still don't think I understand it.
Thanks for trying it! "Delayed choice quantum eraser" is a new phrase to me, but combining the double-slit experiment with entanglement sounds incredibly messy. Maybe a potential avenue if I ever go down the puzzle game idea I outlined below.
I love the concept! I think for a 2-week prototype there's enough to see the idea and try the mechanics. It requires a certain kind of patience and timing, and with just a bit more streamlining, juice, and variation it can be really cool! Are you thinking of implementing more quantum mechanics or particle phyisics-based gameplay elements? Cheers
Thanks for checking it out and the feedback!
I think all I'm going to do with this is work on the FTUE, add a bit more clarification about what's going on during the game, probably do another art pass, and mess with the random motion to give the player more agency.
I've had a few funny ideas of where this concept could go. I think the most logical idea is to make a level-based puzzle game and gradually introduce other quantum mechanical effects (e.g. double split experiment and quantum teleportation) to achieve [some goal].
A more ridiculous idea is to take this form of movement and turn it into a cart-like racing game. Perhaps the player has much more control, but the other particles in the race just have to rely on randomness for every turn. I really love the idea of the particle in first place feeling like they're winning easily before a different particle out of nowhere tunnels through a wall to get in front of them, haha. Or like, imagine someone sending a red shell at you and you just turn into a wave to avoid it.
after playing this for ~20 minutes I can only say that this was a very interesting and odd experience ^^'. Everytime i thought i had figured it out I once again failed to get it to do at all what i want but I think that might have been intended. I did make it to what i think was the exit but couldn't quite get there. The concept of using quantum mechanics for solving a maze is really cool but in practice atleast here i feel like i have too little agency to actually 'play' the game.
Haha, I'll take interesting and odd. Thanks for trying it out! Lack of agency/control is a common pain point across the board, so this game has definitely taught me to spend more time thinking how a new player will approach a game.
What a strange little game this is! My biggest points of confusion revolved around not understanding the 0->1 speed threshold affecting some kind of randomness level, perhaps some additional UI could communicate that more? The design/sound is cool, but the tone increasing/decreasing was driving me nuts! I love seeing wacky stuff like this, thanks for sharing the cool idea
Thanks for the playtest! I didn't think about ultra-widescreen monitors at all while making it, so I'm glad it looks relatively passable.
RE the zooming sound: Yeah, it's a sawtooth wave. There are a lot of references to static and frequency in the game. If you use a controller, I feel like it's sort of emulating grabbing an antenna on an old TV and tring to find the signal, haha. But yeah, probably should have made that SFX quieter relative to the rest of the game, seeing as how much you have to deal with it (especially with the low base sensitivity).
Good point about having an indicator to show how random the position/velocity is, the pitch of the particle gives you a rough idea, but it's not immediately obvious where you are exactly along that line - especially in ball mode.
Glad you enjoyed the wackiness! :D
Howdy, I Just played this and here's my feedback.
What was the most frustrating moment in what you experienced?
The movement and swapping between states - if I could change states instantly then I would of had more of a chance maybe to get through walls as I was heading in that direction but because you are basically bouncing all over the place and it takes time to change state it seems really hard to pass through the wall you want to pass through...hope that makes sense.
What was your favorite part of the game?
Audio was nice and I like the concept of using quantum mechanics in some cool way to navigate a maze....I know that is two things lol.
Was there anything you wanted to do, but the game didn’t let you?
Yes, change state immediately and have more control....I know, I did two things again.
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?
Increase my control over what was going on - it felt almost random but I did start to get things slightly moving but it was pretty frustrating and I wasn't sure if I was doing something of things were just randomly going where I wanted.
What would you say you were doing in the game?
Trying to navigate/pass through the walls of a maze.
How would you describe the game to friends and family?
A game about navigating a maze where you have very limited control over what happens.
Thanks for trying it out!
There is a control to let you do that (pressing the mouse wheel/spacebar/pressing in an analog stick) but the game has practically no onboarding so I don't blame you for missing that at all. (Besides, using that comes with its own struggles, haha) Definitely seems like the game leans too much on "frustration" not enough "zen" so the desire for more control is very widespread.
I really like the quantum based concept. The layout reminded me of Sonic 1 chaos emeralds minigames.
What was the most frustrating moment in what you experienced?
Movement, the game was too random imo. I didn't feel like I could do much to control the ball.
Besides the wobbling tiles made me dizzy, specially in windowed mode.
What was your favorite part of the game?
Going through walls is nice.
Was there anything you wanted to do, but the game didn’t let you?
I wanted to move the ball or influence its direction/speed somehow.
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 would add something to allow moving/influencing the ball.
What would you say you were doing in the game?
I was making measurements (speed or position) of a quantum particle, like real quantum mechanics when position is defined speed is undefined and when speed is defined the position is undefined.
How would you describe the game to friends and family?
It is a quantum particle simulator with a maze setting.
Yeah, I suppose it's a similar kind of vibe, haha.
I didn't put much thought into the scaling for the postage-stamp-sized itch window, so that's a good thing for me to consider in the future regarding wobbling-like motion.
Thanks for trying it out! You're not alone with those wants, so it's abolutely something I need to look into.
Hello! Here's my feedback and a recording session of my playtest:
What was the most frustrating moment in what you experienced?
- Unfortunately I think it was the controls. It would be nice to be able to control the particle more.
What was your favorite part of the game?
- I liked the sound effects and it was very obvious when I was going out of bounds/touching something that was bad. It was also neat seeing a game based on particle physics (my husband is a particle physicist!)
Was there anything you wanted to do, but the game didn’t let you?
- Yeah I really would have liked to have a better degree of control, even if I could control the direction while keeping everything else the same that would have felt a lot better I think. Though I have a feeling that goes against a lot of what you're trying to do. Not sure if there's a happy middle ground somewhere.
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?
- Just like my previous points, some better degree of control somehow would have gone a long way.
What would you say you were doing in the game?
- Collecting balls/points like pacman while being a little particle.
How would you describe the game to friends and family?
- Pacman but with particles.
Yep, the desire for more control seems to be the number one piece of feedback so you're not alone on that! That's cool about your husband! Maybe he'd enjoy the game more, haha. I'm more into electro-optics (lasers/cameras) so the actual particle physics concepts it's based on is relatively low level (1st/2nd year of a Physics degree).
Thanks for the playtest as well, looks like you relied on pressing to switch between modes a lot, which can make it harder to control. Other feedback has mentioned that the scrolling isn't very sensitive, which makes the change in random variations very hard to notice. But thanks for trying it out!
I’ve got a recording I’ll send seperatly - but overall I liked the vibe, and thought everything was cohesive. However, I really struggled to play the game, I found it very difficult to get the particle to actually do what I want. Which I think is semi inherent in what you were trying to achieve, but was still very frustrating haha.
A very good effort for making in two weeks! Well done.
Here are some impressions:
- Overall:
It has a chill vibe, nice art for the title screen, good music.
During gameplay, I felt a lack of agency. Too much of the outcome depends on randomness.
Locking in a perfect angle that resulted in picking a series of coins was satisfying, but those moments were rare for me.
I believe that this is the whole point of the concept, but I felt the frustration to satisfaction balance tended a bit too much towards frustration.
- Controls:
The response of the controls felt too timid for each input, even at maximum sensitivity I was scroling like crazy!
- Brainstorm:
Some UI element that shows the current magnification level
A different control scheme, with zero buttons: the user controls magnification only via movement of the cursor. Move the cursor up/down to increase/decrease the magnification level.
As the particle collides with others, it becomes heavier, reducing the speed with which the direction changes, as time passes, it decays back to the original state.
Here are some impressions:
- Overall:
It has a chill vibe, nice art for the title screen, good music.
During gameplay, I felt a lack of agency. Too much of the outcome depends on randomness.
Locking in a perfect angle that resulted in picking a series of coins was satisfying, but those moments were rare for me.
I believe that this is the whole point of the concept, but I felt the frustration to satisfaction balance tended a bit too much towards frustration.
- Controls:
The response of the controls felt too timid for each input, even at maximum sensitivity I was scroling like crazy!
- Brainstorm:
Some UI element that shows the current magnification level
A different control scheme, with zero buttons: the user controls magnification only via movement of the cursor. Move the cursor up/down to increase/decrease the magnification level.
As the particle collides with others, it becomes heavier, reducing the speed with which the direction changes, as time passes, it decays back to the original state.
Thanks for trying it! Definitely a fair assessment, knowing how everything works under the hood made it a lot easier for me to test the game compared to people seeing it for the first time, which I didn't respect enough. Controlling by moving the mouse up/down is a hilarious thought, I never considered that.
Hey, just finished playing ħUP! and while I didn't reach the goal I can definitely say that this is a unique and interesting concept. I have zero knowledge about quantum mechanics and while I started to get the feeling i had some (very little) control of the particle after playing for awhile I wasn't sure if I was missing something with my lack of knowledge. This might be a skill issue on my part that would go away with more experimentation an time playing(which might be the entire concept you are going with as you are playing as a scientist so experimentation is key) but as a player I just felt a bit lost. This is impressive concept to have created in 2 weeks. I would encourage you to experiment more with it if you are enjoying it and see a way forward towards making it more approachable to the less scientifically inclined like myself.
Thanks for trying it! I think that's mostly an issue of onboarding, which I just didn't focus on in favour of putting in more stuff. I got wedded to an idea pretty quickly and wanted to see how far I could stretch it, rather than make it understandable, haha. You're not the only one to struggle, so there's definitely a call for making the randomness a lot easier to handle, at any rate.
Hey, this is a really cool idea. 10 years ago, when I was studying physics, I would be really excited that there is a game with quantum mechanics game mechanic!
But I think this game is not for most gamers. Here are some ideas if you want to consider making it appeal to more people!
Finally got around to watching the video, you were so close to beating it much earlier! It was great to see you get into the rhythm of switching between particle and wave to go through walls, I was yelling to try to get you to expand near the exit to try to get out, but I think the scroll sensitivity wasn't high enough for you to do that. (I've had other feedback saying it would be nicer if it was more sensitive)
Certainly a few ways I could go with this idea, I'm think a more puzzle-y sort of game might be best. Could even introduce other things like the double slit experiment and quantum teleportation which might be cool, but those are funny suggestions too!
Welcome to my bizarre 2 week project. I'm happy for any and all feedback, but by and large, I'm happy enough just proving to myself what I'm able to do in that timeframe. :D
I might re-submit to fix one or two bugs, but the ones I know about aren't that bad.