Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Objects in Fever are Wobblier Than They AppearView game page

Submitted by Aeon Felis — 2 days, 7 hours before the deadline
Add to collection

Play game

Objects in Fever are Wobblier Than They Appear's itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#312.8262.826
Execution#402.6092.609
Visuals#412.8262.826
Overall#442.4022.402
Audio#521.3481.348

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

What @eswartz75 said. But maybe it's just me not getting this type of game.

What @eswartz75 said. But maybe it's just me not getting this type of game.

Submitted

I want to like this but the automated camera movement and ambiguous direction of player movement make it impossible for me to get past the first jump. 

Submitted

I managed to complete it, but found it really difficult to control. Having the movement relative to the camera position, but giving no control over the camera (and very slow, smooth movement of the camera) made precise platforming really difficult. It took me a while to work out and understand the wall slide/jump mechanic too - it would be good if that was described on the page.

Submitted

I found myself fighting the camera, i wish your shadow was a better indication of where you will land. I liked the concept of everything braking apart to fit the theme well. I wish any sort of sound was here as it would frame the game better. Neat concept :)

Submitted

I like platformers but I got super stuck on the second level! I tried a few different strategies but couldn't get past the first few jumps. Neat visual effect!

Submitted

Looks like a fun idea, but I can’t really get past level 2 due to the camera. Cool visuals though :)

Submitted

Interesting idea with the separating visuals from the colliders, but having the camera look at the pills makes this very frustrating to play on keyboards where you can only move in 8 discrete directions.

Maybe if the platforms weren’t laid out in such an axis-aligned manner, this could play a bit more smoothly while keeping the unsettling feel of the auto-controlled camera. The block-based composition lends itself well to more arbitrary shapes.

Submitted

I like the kind of "memorize the level" aspect of it, but it'd be nice if the cubes faded out or at least faded out between the camera and the player. I think there could be a bit more leniency in the wall grabs/jump and the camera could use a bit of a work. I had to wait for the camera to get to the right angle I wanted a couple times. Overall nice concept.

fun! at first i was confused by the fact that the platforms didn't physically move with the cubes, only visually. also, i wish you could independently move the camera instead of it moving automatically. other than that a really fun platformer with some trippy effects! :D

Submitted

I dig the aesthetic, like how the cubes fall apart.
But some obvious issue I found frustrating:
- Control and camera don't sync very well leading to unwanted movements
- It's unclear how vertical movements work, sometimes it works but sometimes you just fell through

Submitted(+1)

Dude, I wish you could actually collide with those cubes! That would've been trippy. Instead at some point you're just jumping on invisible platforms covered by visual floating cubes, which is a trippy experience on itself, but I think it's a missed opportunity! 🙃

I think a massive design flaw is to not give the player control over the camera in a 3D platformer game, especially considering the fact player inputs are dependent on camera orientation. While it may be argued it adds to a feeling of a fever dream, it would work only if the challenges were easy, like the first level. And instead, it took me a moment to deal with wall jumps in level 2 - not only the camera angle is very bad for it but I feel like wall slide detection is not very generous somehow. Not to mention, with everything that's going on, it's hard to feel the depth of the scene and I missed the collectible pills multiple times, thinking I'm going straight at them.

But it was nice to play, especially Level 1 - wish there was more simple levels like this one that I could just jump around in this simplistic, yet freaky environment!