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The Radiation Is Cosmic's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Stylish Visuals | #7 | 4.199 | 4.600 |
| Compelling Gameplay | #25 | 3.104 | 3.400 |
| Satisfying Interactions | #27 | 2.921 | 3.200 |
| Appealing Theme | #28 | 3.469 | 3.800 |
| Overall | #28 | 3.104 | 3.400 |
| Made Me Think | #35 | 1.826 | 2.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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I’ve wanted to try this since seeing it on an IGC stream, so I wasn’t going in with fresh eyes. I liked the concept even if I think I accidentally broke the intended gameplay.
I remembered a climbing mechanic from the stream, but I pretty much only used the jetpack. I accidentally upgraded it after my first run and, since vacuuming up the radiation gives you more fuel, spent the next run barely touching the ground. If that’s not the intended way to play then the backpack could be nerfed somehow, maybe an overheating timer or something. I liked the premise and I think the bear theming is fun, though some of the outlines on the paw model could be cleaned up since it was quite noisy.
I liked the small loop of replaying the level to progress. It was fun in a tedious sort of way, like any other cleaning game, but the interactions felt a little flat. The improved sound effects you mentioned will help a lot and I liked the highlight + shaking when vacuuming, but some depth in the feedback might make them more varied. A few ideas I have are popping the little red balls off the cluster or making the radiation shake more violently as you clean them.
The initial roar on the radiation timer confused me too too, I wasn’t sure if 10/50 was good or bad until I stood there for a minute and saw it tick up. I like the limit and that you could convert collected radiation to remove it.
Overall I had fun, I just wasn’t sure if I was doing it as intended. Most of my gameplay was unfortunately on mouse+kb because my bluetooth adapter was acting up, but I recorded it! https://youtu.be/0jtGADQKVdI
And I just did a small bonus because I wanted to see how the climbing worked. I also realized that I pretty much never use dash: https://youtu.be/9A66qqYE8L0
Hey Gamma! Thanks for playing and for the thorough feedback!
--Climbing Mechanic: yes, this was a larger part of the previous build that Doc played. At that point, the game was more about survival and resource management. Now it's more about movement and upgrading the character to allow for a greater range of movement. I want to keep the climbing there, but use it more intentionally for more Titanfall/Bloodthief-like mechanics. (less climbing and more wall jumping)
--Using the jetpack and the dash are now the primary modes of movement. The current playtest is more or less the first "biome" where platforms and landing spaces are abundant. Later in the game, there will be fewer platforms, so learning to use the jetpack and dash will be critical. You'll spend less time on the ground. This first level is meant to be easy for player onboarding in that way. It's a great callout!
--I did enjoy watching you move around the level and not touching the ground. It gave me a glimpse into how later game might look/feel.
--One thing I do plan to nerf is how quickly the upgrades are accessed. I made them easy to attain now, but eventually will cost more so it doesn't ruin the experience of the game.
--Noted on the interactions feeling flat. I'm on the fence about keeping the "suction" mechanic. I may switch it to auto collect upon collision and mainly use the dash to collect. This is where I'm thinking about going with it. I received mostly negative/neutral feedback on the suction.
--Noted on the radiation time sounds. I need to clean this up
--Noted on noisy paw model. Need to work on general visual hierarchy.
--Lastly, on your second recording. I enjoyed watching you try to fly to the "distant level." This is actually the level that Doc played, but it has been mostly deconstructed. I kept thinking "oh no, what if Gamma goes there! what will it look like?" since I haven't looked at it a while haha
Anyway, thanks for all the feedback. I've already fixed a few things and can't wait to release the next build. I didn't get to your game on the playtest, but will play it next on my list. Thanks again!
Good to hear all that! I think dodging to collect the radiation is a fun idea! It would make the game a bit easier on controller too and could allow harder to crack pickups in later levels. You can hold off on the playtest if you haven’t already, I’ve still got some feedback to get through before next round 😆 I appreciate it though!
I think the game has potential, unique art style, and a clear vision, but the main mechanic does not feel satisfying and we need more world context.
I would say the onboarding experience is pretty frustrating. The menu being part of gameplay was weird since you can control both at the same time. Also you start facing the end of game where you dump all your radiation? The art style is so abstract I don't know what I'm looking at and where to go first loading in. It was made even harder since we don't any controls yet, so trying different buttons made me zip around a lot confusing me and I actually fell of the map (also did this in the main level) because you have limited boost and lack of collision. The only way to keep playing was to reopen the game. There needs to always be a check in a 3D game to kill/respawn the player if they fall too far past the floor. It took me a few minutes to get out the staging area and almost quit there. Games like this would typically start you in the first level so you can learn and play the game first before worrying about upgrades and stuff.
Overall, the readability proved my biggest issue. It being so unique and placeholder art made it frustrating to figure out what is going on. I couldn't tell what type of platforms were or what the radiation was. The radiation sucking requires a lot more feedback. It's hard to tell it's doing anything, collecting doesn't feel fun, and there is no challenge to collecting them. This makes upgrades feel unnecessary since they're not needed to make the game easier or solve harder puzzles.
I feel this game has something to say, so I'm curious to see where it goes next.
Hi DietDrMilk,
Thanks for the feedback!
Regarding the onboarding, I agree that the menu/gameplay issue is frustrating. I thought that I already had a solve in place for this, but it seems like a few players had this same feedback, so there must be something I haven't accounted for yet. The character should not be moveable while still in th menu. This will be fixed for the next build.
You had a great callout about the starting area. I think from now on I will start the player in the actual level and let them get used to the controls through the tutorial first. (also will fix the "fall through the level" bug)
Regarding reabability, I know I have a lot of work to do here. Still undecided on how to handle the radiation blocks. I've gone back and forth on them throughout development.
And lastly, for the radiation sucking, I need to make a major decision around the sucking mechanic. Agreed that it's lacking major feedback most of it is placeholder at the moment. (I may even remove it entirely. we'll see)
Thanks again,
Alan
Thanks for the reply!
Readability was also an issue for the blocks you couldn't land on either (ones with an X). Not sure if it was on purpose, a missing upgrade, or something I didn't understand. I just figure the X meant I couldn't stand on it, but at that point I wasn't sure why it was there.
As far as the radiation blocks go, affordances and signifiers go a long way. So if they shared color/appearance to the radiation clouds, the connection may be stronger. You could also have like a sound cue when approaching radiation like the radioactive detector static commonly found in games.
Thanks! Readability will be a big part of the next build once I take care of some of the jank and collision/collection issues first. Thanks again for your feedback and followup. Hope you'll give the next build a try to see if it plays better!
Hey, I will drop my feedback below:
Hi Coast City Games!
Thank you for taking the time to playtest my game and leave detailed feedback.
--All of the points of frustration are valid and will be worked on for the next iteration. There are a lot of opportunities for animation and collision polish. Definitely need another pass at these.
-- Player movement during the start is a bug that I thought I had fixes prior to the playtest. Something else must be triggering it. I'll need to investigate so thanks for the callout!
--I'm glad to hear the flying feels good! I spent a lot of time trying to get it right. And I'm now aware of the mixed results of the dash mechanic. I want it to be reliable so still working on that.
-- all of the "wand" suggestions are great! I have plans to expand the level height and biomes in the game. I've also thinking of using a multiplier system where you get x2, x3, x4 orbs if you can keep up a certain streak. I think this could help as well
Thanks again for your feedback!!
hey i played this and left my feedback on the discord!
Thank you! I responded on the discord!
I enjoyed playing, good job!
Hi Robert! Thanks for your feedback on The Radiation Is Cosmic! I'm definitely going to take all of this into account on my next build!
--agreed that the dash mechanic can be unpredictable. I think it has something to do with friction with the floor surface since it generally works okay while in the air. I want to make it consistent, so I will put this as top of list for improvements (hopefully I can figure it out!!)
--I'm glad you enjoyed the art style! I've put a lot into giving it that "90’s graphic design trends that I remember from my childhood" (well said!) and want to push it further into that direction with time.
--Also I'm happy to hear the game can run on your machine. I also have a low end machine so I've set the game to have a 60 fps max, but generally run with stability between 30-40 fps.
--Regarding spending energy outside of the hub, I did include the "decontamination chambers", but I wasn't sure how much people would actually use them or if they are interesting. Its a great callout to have multiple uses for the radiation as a resource in the level. I will think more about this. Thanks!
--I appreciate your take on the red blocks. I hadn't considered that they act like empty space, once you know how they work. I might figure out a way to make them more dynamic so there's actually a reason for them being there.
--Regarding momentum, I thought about something like a multiplier, like ever 10, 20, 30 ect orbs you gather, you get a x2, x3, x4 multiplier for all orbs. And it could winds down if the player slows or doesn't get any more orbs. I've been thinking about this and I'd like to get this into the next build, but didn't have time for this playtest.
thanks again!
Alan
Cool platformer idea. It took a bit to understand the game loop, as there is no clear visual hierarchy between the overall map, the upgrade consoles, and the portals, but I eventually worked it out. Integrating the main UI into the lobby area seems a bit messy, especially since you can move the character and the UI simultaneously. Given the complexity of working with multiple consoles, integrating the main menu into a physical console in the lobby might work better, in my opinion. I would advise focusing on the core mechanics and UI before adding new ones. Using the vacuum rifle works ok but is not satisfying enough for a main mechanic, and I can't even tell what the riffle particles are doing, Check out "Slime rancher" as a reference, the frame rate is super low for some reason, If you get too close to the radiation particles it doesn't suck them up, try to avoid the camera from clipping through obstacles. Reaching the top of the purple pillar/mushroom seemed like a satisfying milestone, but there wasn't anything up there and I couldn't stand on it. I couldn't find a real use for the dash, but it might eventually be cool for something. The toxic pools are not visually represented as a danger sinkable zone. As with any game, including mine, getting the game to feel right is super tricky and requires a ton of work, but starting early saves you a lot of headaches later once the game begging to increase in complexity. So keep on grinding and congrats on the project so far! Love the concept and the style!
Hi TryHardStudio,
Thanks for the feedback. It's all super helpful!
--Great callout on the visual hierarchy. This is something I've struggled with having chosen a limited color pallete with little shading. I will revisit this. I think I know how to solve it, just need some time to implement more detail on select objects. Thanks!
--Agreed on focusing on main mechanic and UI before moving on. This playtest was definitely all about that. I'm not creating any other levels before I get that part right.
--I'm going back and forth on how to use the suction tool. In early implementation the tool was lot more fun when it was just "point and single-click" vs "click and hold." I will check out Slime Rancher. I played a bit of the first one but will revisit it.
--Noted on camera clipping. This is something I haven't invested time into yet, but aware it needs to be cleaned up
--Noted on toxic pools. I'm getting a lot of feedback on this specific point, so I'll need to revisit these
--Noted around the portal/mushroom. It's mostly there for as a visual/set piece right now. But there will be more complexity around it in the future. But it's exciting to hear you got all the way up there! I myself haven't flown up there in a while, so I should probably put something special there in the meantime as I flesh out the game!
Thanks again for playing. I have a lot to think about!
Alan
It certanly is moving in the right direction, and seems to be at a good point for playtesting. So now to tweak and polish until you hate everything about it XD. Im certainly at that point myselft, so best regards and keep it going!
Haha sounds like the best path forward! I'll be sure to check out your game as well!
Preferred Feedback Structure (though any feedback format or details are appreciated!!)
Also using a gamepad is preferred. There is some inconsistency navigating menus with the gamepad, but can be easily overridden with the mouse. Menus in the game are limited and just used for pause/controller settings.
Hey everyone! thanks for checking out my game, The Radiation Is Cosmic!
This is a first person game about absorbing radiation, harnessing energy, and climbing the last remaining iceberg to seal the cosmic portal!
The main things I'm looking on feedback on is how the character feels to move around the space and whether the button mappings feel right. But I'm open to any feedback if anything stands out to you.
There is some tamagotchi-like colony management metaprogression that has not been fleshed out yet, but it's there if you wany to try it!
Thanks and I look forward to trying out your games as well!!
Alan