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A jam submission

DefraggedView game page

A first person grid based dungeon crawler set in a fragmented digital world.
Submitted by Zoltan Kosina — 1 day, 22 hours before the deadline
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Defragged's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#94.1434.143
Audio#233.0713.071
Overall (Fun and Playability)#283.1073.107
Creativity / Innovation#333.1433.143

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
The game is set in a retrofuturistic digital world inspired by Tron 1982.

Where did the assets come from?

Homemade graphics

Most Graphics were created by the team during the jam

External audio

Some audio assets were downloaded or made prior to the jam

Do you have a diffrent Discord nickname?
kosinazoltan

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Comments

Submitted

I really like the visual style of this game. The limited color palette and minimalist geometry gave it a cool retro VR cyberpunk feel.

The combat was nice and arcadey - reminded me of Legend of Grimrock a bit.

I was waiting for some drums to kick in with the music and for it to elevate the gameplay and combat.

It did take me a while to get some action in the game. I would start the player closer to the buildings and maybe right in front of one that has an elevator in it. Take me too the action sooner!

Jam HostSubmitted

I enjoyed this one. I love the cyperpunk aesthetic. You really leaned into it and it looked fantastic. The blue super bomb was very satisfying to use, I liked that one a lot. It appears at the right time - those spinning dudes were no joke.

Personally I think one thing that makes exceptional games stand out is little moments that are really satisfying and feel really good. The moment I got into an elevator and it gave me a fast preview of every floor as I went past them and then I got to explore those floors was dynamite! I loved that moment. Really strong. 

For feedback I think the game is too large. I played for a while and then it felt repetitive, but the city feels massive and each building feels so similar to the last and each floor feels so similar to the last that I was getting bored by the end. It's too bad, I think you have a fantastic very short game that you could easily build into a much larger and really fun creation with the addition of more mechanics that just, for me, felt like it overstayed it's welcome a little bit. As I was heading towards my (fifth?) building the game froze and I couldn't proceed although I don't know if this is where the red door of a previous building used to be or just a random spot.

I look forward to playing more of your games in the future.

Developer(+1)

Thank you for the kind words, I'm glad that you enjoyed the ride. The game freezing bug is indeed due to the already removed red door.

In the post jam version that bug is fixed, and I also implemented a more complex building generator, with more locked doors, keys, and hidden doors.

As long as people are interested in it, I'm planning to keep developing it.

Submitted

As a Tron fan I enjoyed this!

Developer

Thank you! I was planning to make a Tron game for a long time, I'm happy that other also enjoy it.

Submitted (3 edits)

The Tron style concept of the game and Neon punk visual style of the game is very cool. Game plays more like a shooter than a crawler in my opinion. Not too much exploring, mostly shooting from what i saw . I couldn't get too far in the game. I clear the top floor of fragmented blocks then on the second floor fragments keep spawning right under my nose and i die at some point. But i like the idea in general, it's a very cool, creative jam game. I think retrofuturism theme  is incorporated very well too. Nicely done, thx for sharing !

Developer(+1)

Thanks for playing! I'm planning to lean even more heavily on the shooter aspect. Add a cover system, and some additional tactical shooter features. But also want to enrich the map with more puzzles, different buildings and environment features.

Submitted

Really liked the consistency and how everything was put together: visuals, sounds and plot are working together very well. Liked how you wrapped up the plot with those computer cpu\drives terms, i almost felt like a program in some obscure way...

 As said before about repetitiveness: I wasnt expecting 4+ floors(cells) in each tower (block) and started to feel a bit tired accepting my routine. Thats totally fine for 9 days tho, and of course some color separation of towers (blocks) or more floor size changing/generation differences could fix it.

 But maybe thats what an average defragger is feeling like? Just going from cell to cell, working hard, every milliseconds, tossing your destiny in the hands of some user who is trying to locate some old dog photo №2042 :) Thank you!

Developer(+1)

Thanks for playing and thanks for the kind review!

Submitted

I got stuck between a virus enemy and the elevator right after I go down a floor in the 4th building, and I got shredded to death. Movement is great but the shooting is wonky, as others have commented. Fire rate should definitely be increased. The 80s cyberpunk / Tron-esque visuals are great. It's a cool game nonetheless.

Developer(+1)

Thanks for playing. It's on the roadmap.

Submitted

THE PARTITION HAS BEEN SUCCESSFULLY DEFRAGMENTED.

I run into a crash a a few days ago so I was happy you updated the page with the cause so that from now on we could avoid it.

The game was fun, the atmosphere is well rendered though sound and visual and it fits the retrofuture theme. It controls well with the appropriate speed for everything, gunplay feels good, grenade usage is satisfying, the enemies propose an adequate threat for a jam and the game ends with a cool boss fight.

Thanks for sharing!

Developer

Thank you very much for the positive review. I'm glad you gave it another chance.

Submitted

I really like the look of this game. Going up the first elevator is epic. It took me a bit to figure out that I had to look for the fragmented buildings to defrag them (it always makes sense in hindsight!). I also learned to step backwards onto the elevators after my first few floors. It would be epic if you used AudioStreamInteractive for the music and dropped the bass when you go up an elevator. I haven't tried using something like that yet personally but I bet it would rock here.

Developer

I'm glad you enjoyed the game. The music was called out by others as well, and I was already planning to add some dynamic aspects to it. Though first I need to find some tracks that fits the game, or a musician that is willing to participate. Thanks for playing.

Jam HostSubmitted

I really love the graphics and how hard you’ve lent into the specific aesthetics you were chasing! Superbly done.

The game-play was engaging too. Though real-time combat with a single ability usually can get a little stale, you solved it really good by having the enemies move relatively fast and forcing the player to rush into each level to not get stuck on the elevator and miss all the good heals!

Unfortunately the game crashed for me on the final boss-fight. So I didn’t get to see if there was a cool ending or something.

Very well made though!

Play-through with more comments!

Developer(+1)

Thank you for playing! I'm glad that I spent the time to refine the look, less so that I didn't spend the time to ensure there won't be game breaking bugs. Good thing that you didn't miss much, just a simple victory message.

Submitted

Great game! Loved it. The art-style is incredible, and the gameplay really fun. Only feedback I'd give is the same as others have already given, that the game ends up being very repetitive after you go through a second building filled with the same enemies. But, for a nine day game jam game it's really impressive :)!

Developer

Thank you very much! I'm glad you enjoyed it. :)

Jam HostSubmitted

What a fun little game! Loved the visuals and atmosphere. I think for the jam version, the buildings could be a little smaller with only the 2 different enemies. It did feel like a lot of the same! That said, it did not overstay its welcome but, I did not want to grind through it again to fight the boss after the game crashed.

Overall, great work! Thanks for making this and submitting it.

You can watch my playthrough here: https://youtu.be/vUrNv49zg6s

Developer

Thank you for playing! Glad that I cut down the number of buildings to clear from 8 to 4, but I sure should have started to implement a boss a little bit earlier to weed out any game breaking bugs.

Submitted (1 edit)

I still need to go back and finish the boss, but I love the theming and aesthetic of this game. Having it all be a program that defrags your hard drive is super clever. Really feels like it could be an extension of existing Tron lore. I love details like your health being cpu usage going up, and how the fragmented/defragged blocks looking like how I'd see them in my head. Also your guide on the page was really cool, felt like an old-school game manual.

Developer

Thank you very much. I was hoping that using CPU instead of health will make sense for someone and I'm glad it did.

Submitted

Haven't defragged anything in a while! This was great.

At first I thought this might be a bit too easy, but I ever increasingly found myself getting boxed in by a virus as I exited the elevator to then get peppered by a fragment behind it. That being said, the tuning was spot on for me, and I was able to finish the game on my first attempt, which is ideal for my taste. The visuals are lovely, nicely consistent and the enemies are well designed. 

I did have to click the shoot button throughout; I think the input event was being consumed by movement actions and thus I wasn't able to shoot with the keyboard while strafing unless I clicked, but it's a pretty minor thing in reality.

The written guide was very useful, but I probably would have made it without as I think you communicated everything splendidly in level, enemy and UI design. I'm finding it hard to find too much constructive critique! Perhaps the jingle was a little repetitive?

Overall this is an extremely solid entry, I had alot of fun playing. Thank you

Developer(+1)

Thank you for playing. The shooting felt odd for me too, and I already fixed that in the after jam version. Now, you can shoot even during movement, not just when you arrive at a tile. The other option would be I guess to buffer it the same way as turning. I'll keep experimenting with it and will see which version feels better. And I will need to add a visual feedback on the cooldown as well. I also managed to work around the thin lines between blocks that appear every now and then, but on the long run I think I will need to switch to a system that better fits the structure of my game world.

This time I didn't spend the usual amount of time to find the perfectly fitting music and it shows. But I will be on the look, and if I stumble upon something better, I will add it for sure. Otherwise I will need to team up with someone who is an expert of the synthwave genre We'll see.

Submitted

Honestly, all this stuff is super small. Those improvements sounds great to me, but it really was great and I was just trying to grasp for anything remotely constructive!

Submitted

A+ on the visuals, overall its a well put together game for a jam. Good work.

Developer

Thank you very much!

Submitted (1 edit) (+1)

Nice pearl!

I liked the tron setting, and the simplicity of the game.

Had some issues with finding the correct building to enter, so went around kinda lost checking everything. Maybe have the active building in a separate color, or just make the overall area smaller. I liked the snappiness in the movement, even though I would like it to be even snappier. I had some issues with using the special ability on R, and several times in a fight I miss-pressed E instead leading to disorientation and failed special attack, There were some tearing in the buildings, giving some leaks that you might want to patch up.

Over all very nice. Prob worth doing some polish and releasing it after the jam.

Thank you!

Developer(+1)

Thank you for playing. I have added some Hints and tips to the game description to guide the players on which buildings they need to clean up, but yes, after the jam, I'm planning to add further highlighting. Maybe I'll also add settings to reconfigure the controls and avoid the misclicks you mentioned.

What do you mean by tearings and leaks? You mean the shimmering due to the disabled anti-aliasing? Or something that impacts the gameplay?

I'm playing with the idea of releasing it, with some voice over narration to deepen the lore, and some extra cosmetics in the environment, like a setting digital sun and some wireframe mountains in the background, some stuff to use as cover on the streets. And of course with more enemies, weapons, puzzles, and the earlier mentioned upgrade system, making it more RPG-ish. Maybe even switch from real time to turn based. Do you think anyone would be interested in a game like this?

Submitted

With tearing/leaks, I mean these lines.

Developer(+1)

Yeah, that's what I thought. Basically, the texture of the touching sides of each block is bleeding into the edge of not touching sides. I'll have to take a deep look in that issue, because this is not my first Godot game I experience it and I don't really know how to properly fix it. We'll see.

Submitted

Yeah, its a bummer how such a small detail can have such big consequences of the overall experience of the illusion of being in the world.

Submitted (1 edit)

Love the tron-esque vibes for the art style, well done there. Took me a while to realise I could just strafe away from enemy fire but that’s on me :D.

Did feel like I spent a lot of time just trying to find the next elevator though, an starting so far from the different blocks on respawn was a bit of a pain. But overall those are relatively small issues.

Nice work. Alas I didn’t not see it through to full defragmentation, must drives will remain as messy as they are in real life :D

Developer(+1)

Thanks for playing! It seems like I could highlight the target buildings a little bit better. I will add some hints and tips for future players.

Submitted

I'm sorry, I really tried running it several time to make sure it wasn't on my side but the game is completely empty. All the rooms are empty, no enemies, no "elevators" like in the video examples... I'm confused

Developer

That's strange. All the players so far have found the 4 buildings that had the enemies in it., and I can't reproduce this issue either. Did you check the broken buildings too? Or only those that looked undamaged?

Submitted

Ill try again tomorrow and maybe take a video if it reproduces

Submitted

I checked and I did not read properly that you add to check only the damaged ones :') So it was a problem on my side.
However the spawn is so far from the actual game area it's quite confusing when you arrive and you know nothing else than just looking around and if (unluckily) you only check the normal buildings because you didn't read the description, it feels like the game is empty.
Otherwise, now I have managed to fight enemies and progress a little, the mechanic is quite fun and the enemies interesting. I'm just a bit annoyed by the fact that multiple time you arrive to a floor, you are immediately blocked from movement and simply have to wait for the enemy to die to be able to move again (unless, like me again, you are unlucky and are bombed by multiple enemies right off the bat :'( ).
I think with a little bit more of work on setting up the environment and the robots AI it could be a nice game :)

Developer(+1)

Glad that you gave it another try and liked most of it. The points you mentioned I'm already planning to improve. I also felt it being unfair that sometimes the only thing you can do when the elevator stops is spray and pray. I will either update the layout to avoid this or add a push action, so you can at least have an option to escape. I'm also planning to add saving and auto-saving so you don't have to repeat the whole arriving at the city intro sequence.

Submitted (1 edit)

The Partition has be successfully defragmented :) I felt, that the game could have been a little bit shorter or it needed a bit more variety. Enemy placement was sometimes a bit unfair, but my heart was racing, when those sweeping bots were approaching. Movement was solid and had buffering and strafe combat worked well in this game. Solid submission :)

Developer

Thanks for playing. I'm glad you liked it. Originally I planned 8 buildings to clean up, but as you mentioned, it started to become very repetative, so went for 4 in the end. 3 types of enemies and 2 building layouts is indeed feels not enough. I wanted to add more, and even more weapons, maybe upgrades. But even the boss I added in the last hour, so this is the max I could do before the deadline. Still, it was fun, I learned a lot, and next year I will be even better.

Submitted

The boss was pretty hard. I had no grenade for him and had to strafe away from him and take pot shots at him, all while those cleaners were onto me :)