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A jam submission

Spark Protocol - 1 BIT JAMView game page

Submitted by Notokapixel (@notokapixel), Sergio Verde, DonutDroid — 3 hours, 57 minutes before the deadline
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Spark Protocol - 1 BIT JAM's itch.io page

Results

CriteriaRankScore*Raw Score
Judge's Pick#1n/an/a
Art#14.6924.692
Overall#44.2694.269
Polish#44.2694.269
Theme#64.3084.308
Audio#64.0004.000
Gameplay#64.0774.077

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Arcade

No

Not an Arcade Game

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Comments

Submitted (1 edit) (+1)

The best game I have seen during the jam !

I liked anything from the main mechanic (even if I'm bad at mouse games) to all the details and the art.

Everything seems polished and juicy with the sound, the particles, the satisfaction to break things.

I also really liked the game page !

Definitely deserves 5-stars in almost every category. I really think you should continue to work on it after the jam.

Submitted (1 edit)

I have caught a bug while playing : I was able to corner in a wall, and didn't figured out how to get out of it, so I had to reset the game.

Developer

oh! You could restart the level pressing R on your keyboard! You don't have to restart the whole game 🫠

Submitted (1 edit) (+1)

Thank you for the information, that would be nice to add it in the jam page ! But don't worry, I didn't pass Level 2 :)

Submitted (2 edits)

Very satisfying game, it felt great to play and the music and visuals were stellar! Great work!

Overall good level design, I appreciate the laser intro of it just being there, on, at the start of the level.

It would be nice QoL to have the dashes UI *at* the player, as it was a bit hard to try to see it while playing.

I also didn't realize there was a time slow until halfway through level 5.


That said there was a tiny bit of jank I ran into:

- It took me a long time to realize that enemies could still kill you if you dashed into the fork... but only sometimes? Maybe I dashed above them slightly and avoided it, but it felt like I would die at random

- A lot of my deaths felt plain unfair - the aforcementioned guard deaths, but there were also a lot of offscreen hazards (acid pit on level 5, offscreen laser at the end of level 6). A"danger" sign would go a long way there.

- I found that when dashing up along a wall, I tended to get stuck on the corner very easily.

- One of the cameras on level 5 shoots backward 😜

Submitted(+1)

Soooo fun, i love the mechanics and the idea is so creative. Feels so great finish every level, fantastic.

Submitted(+1)

This was really good! Felt good, looked good, sounded good. The enemy splatters was unexpectedly brutal, but it really added impact! With how good the game is overall, it almost feels like any complaints are nitpicks, but I do love picking nits.

Killing enemies felt weird sometimes. The guys would double kill sometimes, but never consistently enough to feel like I did something wrong. The grounded turrets Just wouldn't die sometimes? I assume it has to do with the dashing hitbox, since if I dashed down into them it worked, but dashing away didn't, even if I was standing in them when I started. Finally, the mounted turrets being invincible just felt weird, especially since the grounded could be killed.

Also, the time slow being on right click felt weird to me, not really sure why. I got used to it near the end, but maybe it'd be better on a different key? Maybe it's a me problem, though.

The most important question, though... 

When's the full version releasing on Steam? I genuinely think this could be expanded into a larger project, adding more stages, enemies, bosses. Maybe some stealth elements, this has the vibe of a fast-paced stealth game to me. Fantastic job either way!

Developer (1 edit)

Thank you so much for your feedback, we really appreciate it! We agree with a lot of the points you mentioned.

Sometimes collisions between SPARK and walking enemies can feel a bit inconsistent. This is mainly because the character moves so fast that collision detection isn’t always perfect, and occasionally it gets checked twice, which is why both you and the enemy might die at the same time (sorry about that, haha).

You’re also right about the ground turrets: the only way to destroy them is by dashing into them. Otherwise, neither you nor the turret takes any damage.

And thanks as well for pointing out the bullet time key. A few other players have mentioned that it can feel a bit awkward or unintuitive.

I guess after spending so many hours testing the game, we’ve kind of gotten used to it ourselves. If we move forward with a full version, improving these aspects will definitely be a priority.

Thanks again for taking the time to share your thoughts!

Submitted(+1)

One of the most polished jam game out there it's fun and definitely ironed out to the max. You can tell that this game is amazing just by looking at the visuals alone gameplay loop is awesome and it's just a joy to control the main character

Submitted(+1)

Certified banger. The gameplay is explosively fun, even in spite of a few deeply frustrating bugs like when the player and enemy die at the same time and when the camera moves ever-so-slightly as you're trying to chain together more precise movements. I also saw a few UI scaling issues where the number of charges I had went beyond the right of the top-most HUD display when I played in full screen. The art and animations are really amazing here, but some of the pixels kept getting crunched as I was moving around, impacting the quality of the art on screen. I don't know if it's possible to preserve the movement feel while keeping the art fully pixel perfect, but that'd really level this up. Thanks for making and sharing your game—I suspect you'll do well in the jam!

Submitted(+1)

Really great game! The art, music, and sounds are all amazing. The gameplay is really fun and feels great. My only complaint is that often the enemy and the player will both die on collision, which can be pretty frustrating. 

Developer

Thank you for your feedback! Sometimes the player could be out of the dash animation and if you are dashing and landing at the same time and place with another "enemy" target both of you will die. Should be a bit more fair for the player in that case, agree!

Submitted(+1)

WOW. Please develop more levels after the jam is over!

Developer(+1)

we could consider it if the game has potential during the game jam 😊

Submitted(+2)

Seriously high-concentrated levels of juice!!!!

I love all of the FX work especially the lightning death effect, but the frozen enemies were also badass

Moment-to-moment the game felt amazing to play. The feedback is great and I love the mechanics.

But as a whole i noticed a pattern:

the game WANTS me to go fast -- the teleport is a bit out of control and makes you feel a bit chaotic and FUN to zip around.

what the game ACTUALLY has me doing is a lot of STOPPING and WAITING for timing cycles of the laser hurdles...

This felt a bit antithetical to the core mechanic and I got a bit annoyed by the kaizo deaths.

A small nitpick but i think has a big impact... every death felt like there was a slightly too-long pause before I got to retry. Check out this comparison to Celeste. I timed up the exact frame the death is triggered and you can see the "player uptime" is quite a bit higher so you never feel like you lose your groove as a player.


I also felt awkward using the rightclick as my slow-mo button (it was easy to misclick Left/Right click,  like driving a car with two feet-- one on the gas and one on the brakes), so I think I would have preferred the slow-mo button being separate on teh Spacebar or something.

But man that was an awesome experience, and I loved soaking in the visuals and music. Amazing work all around on execution -- mechanics, sound, art, music, visual clarity... all 10/10

Would love to see level designs go through more iterations to be more streamlined and fun/flowing

Developer

Thanks so much for the feedback! Super detailed, really appreciate it.

I totally agree that the game pushes you to go fast through its mechanics. The chaotic feeling is actually kind of intentional. SPARK is a “lightning bolt,” and in its natural state it’s slow... that’s why the regular movement feels so chill. But when it switches into lightning mode, it behaves more like real lightning, unpredictable and a bit wild. That contrast is what we were going for with the movement.

Also completely agree about the death transition. it’s a bit too long and takes you out of the flow. Honestly, while we were developing and playtesting, that slipped past us.

We definitely wish we had more time to polish things. We started late, and the whole game was made in just five days (our fault haha). Still, I’m really glad you enjoyed it, that means a lot.

Thanks again for taking the time to write all this! We’ll definitely keep it in mind if we make a more polished version of the game.

Submitted(+1)

Looks polished, and cool. The main ability feels very zappy, but a bit out of control, the feeling of accidently dash into the trap was very shocking, even more shocking is when there are easy chances for both the player's character and the enemy to get destroyed after dashed into them.

All the technical issues aside, this game do look interesting, expecting to see more in the future.

Developer

Hey Thank you for your feedback! Maybe you could get more accuracity on the character using the Bullet Time. I don't know if the tutorial is really useful (the very first level ingame) but if you didn't know, using your right mouse button, you could make a "slowdown" time and it's very useful during some parts of the gameplay :D

Submitted(+1)

Oh, I completely miss that, I though the images were telling me that my ability got a cooldown. Thanks for telling me!

Developer

no worries! Now maybe you could try again with this knowledge hehe 🙏

(+1)

Beautiful art & atmosphere, the character animations are full of personality and the gameplay is super snappy and responsive. The Logo is super cool, too!

Developer

thank you! Haha I never expected to somebody notice the logo design 😂

Submitted(+1)

Just wow! great art, and very satisfying to play. GG!

Developer

thanks!! ❤️

(+1)

The game looks so beautiful and the mechanic is super fun too! Really love that bullet time effect

Developer

thank you! The bullet time is almost the 50% of the core. Easy to play, hard to dominate 😊

(1 edit) (+1)

Art & Vibe were fantastic, took me back to a different era. Enjoyable challenge & a cool little ending <3

Developer

thanks for finish the whole game! 😊😊

Submitted(+2)

The art-style looks incredible, the gameplay is fast to learn and the level design is peak. Also love the custom game music. Very polished game. Also the cleanest looking itch.io page I’ve seen so far. Great work on the submission, y’all. 10/10.

Developer

thank you for your kinda words!!