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A jam submission

Flow GuideView game page

guide the magical charge through a sequence of chambers
Submitted by mini_v — 23 hours, 53 minutes before the deadline
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Flow Guide's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#2613.5003.500
Mechanics#2953.0423.042
Music#3402.7082.708
Aesthetics#3633.1253.125
Overall#3902.8752.875
Fun#4022.7082.708
Sound#4412.3332.333
Story#5071.7921.792

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
MAIN_MENU.tscn Assets Background Colourful Stone Texture by https://juliovii.itch.io/ Flame / Electricity shader https://godotshaders.com/shader/stylized-flame/ Water Shader https://godotshaders.com/shader/water-shader-2/ Metal Shader https://godotshaders.com/shader/anime-style-metal-metallic-toon/ Font Underwood Champion: https://www.1001freefonts.com/underwood-champion.font Menu Lines + Buttons https://kenney.nl/assets/fantasy-ui-borders Menu Test Sound https://pixabay.com/sound-effects/film-special-effects-weird-space-sound-03-344943/ L0 Assets Character Controller - from Godot AssetLib "Immersive" First Person Controller v1.3.1 by levox. PlayerStaff from the Mocap Asset Pack of this Game Jam portal shader https://godotshaders.com/shader/parallax-mapping-2/ BGM https://pixabay.com/sound-effects/musical-020210-floating-synth-padwav-77049/ Shield shader https://godotshaders.com/shader/energy-shield-with-impact-effect/ ScoreBoard Assets Background https://godotshaders.com/shader/test-2/

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted(+1)

Cool concept! I had some lag issues where the game was hitching a bit early on but it seemed to smooth out over time. Would have been nice to see some more involved levels to show a breadth of gameplay since they mostly played quite similarly.

Submitted(+1)

Nice game. Interesting idea, it was first unclear to me that I can jump as far to get the staff. From there on it was straight forward but not easy to be fast. Thanks for the game.

Developer

I tried somewhat deliberately to make the first level about understanding the basic movement limits of the character controller. Sounds like it works well :D thanks for playing and the comment :)

Submitted(+1)

Really cool game idea! I liked the gameplay and thought the portal effect for the level exit looked awesome.

Developer(+1)

thank you, and thanks for playing :)

Submitted(+1)

Neat idea with the whole connecting links. Lining yourself up to hit good shots did feel a little awkward at times. I had to suicide jump off the map a few times just to line up with the links, the camera would always snap to another direction on death.
It might feel more fun to have a higher jump, and map float/levitate briefly when right clicking to zoom in and align your shot? Though that could make the game too easy scoring wise, I feel like you could definitely introduce some other elements to add depth, even just having multiple circuits you're meant to light up in one level. If you were to have multiple circuits, maybe some of them could activate platforms or doors that'd help you line up shots for other circuits, then you could definitely pivot this into a fun puzzle-esque game.

Also I had a bug where the game tried to lock my mouse at the main menu so I couldn't click away😭. I was trying to fullscreen before the game started but couldn't move my mouse out of the gameview or even close the page, so I had to end up alt-f4ing.

Developer(+1)

oh dear, I'm sorry, I had that mouse lock exactly once and never quite reproduced it .. capturing mouse in a browser first person game is a non trivial effort it seems

I had been thinking about multiple lines and such, I just lost a few hours of work right in the middle and had to push through to actually get this into a rounded _game_ form :D I like the way you said one line could power platforms necessary to line up shots for the other lines, there's probably more depth in this than I thought

Submitted(+1)

Cool concept and very atmospheric! Shooting the light links to open the doors is a neat core mechanic. Good job on the submission!

Developer

thank you :) I'm glad people feel it as atmospheric .. I wanted the aesthetics and the controller to feel good and see what people take from it .. glad you like the mechanic, too, eventually I was worried I was creating the prettiest boring game in existence :D

Submitted(+1)

I liked the ambience here the best, sort of a tech wizard fantasy cyberpunk vibe. Pretty cool. As others alluded, it felt like like an appetizer without the main course . I was expecting to line up some shots through moving windows which had their own light chain circuits or something, but then it was over. Better too short than too long though, if you ask me. :)

Developer

it felt important to me to hand it in while I still thought and felt the idea was fun. I somehow lost touch with that in this split second out of nowhere. So I love that it came out as a good appetizer :D thanks for playing and the description, the cyberpunk is somewhat accidental, but "tech wizard fantasy" is definitely theme I want to explore in more game dev projects for me :)

Submitted(+1)

Very old 90s tech feel, very retro and cool ambiance. I enjoyed shooting the sparkles before recognising I get graded on the, ops.

Developer

I'm trying to not guide your answer too much, could you elaborate on how it gives old 90s tech feel? it comes as a pleasant surprise to read that :)
I take it in a longer version of the game you'd want to get to shoot more sparkles? :D

Submitted(+1)

I am sorry if I got it wrong but that is how it seemed to me. The chunky blocks, the FOV perspective, the low ceilings, the colors, gave a very early DOOM and Windows screensavers vibe. Yeah I would like more sparkles per sparkles, thanks for asking. Haha, it would be good to navigate upwards for better shooting angles.

Developer

it's the vibe I want to get .. I just never considered that I hit that with this specific game :D .. so, thanks for saying it, I'm still not quite sure I feel it myself :D

Submitted(+1)

Great work! Had fun trying to beat my scores, I am quite bad at not just spamming the staff lol. 

Developer

thanks for playing .. I would suspect the time limit on the staff would help a bit with that? :D try to figure out the first level with as few shots as you can, the rest will flow from there ;)

Submitted(+1)

Very interesting concept, a very very good job!! Congratulations!

Developer

thank you for the very very kind words :) 

Submitted(+1)

I'm pretty sure this is the best I'm going to manage.


Fun idea! I did find the game was a bit laggy when play first began, on subsequent attempts it became smoother, probably a browser issue. I would have tried a downloadable version if there was one to see if that gave a more reactive experience. I found sprinting was a trap, in that it almost always gave me too much momentum to land safely. I S Ranked the second level every single time, the other two seem to be much more stringent in their demands.

Developer(+1)

for the first level it helps if you actively minimise the shots below 10 :)
S'ing your C will then probably follow from it  .. thanks for playing and the screenshot :D

I didn't quite get rid of the lagging issue .. it used to be the first loading of noise textures that created that, but even after removing all noise textures but the one on the staff the problem is still there -- optimising that lag away would be my first order of business if/when I return to this, so it scales nicely with plain more stuff in it :)

Submitted(+1)

Cool concept and mechanics with big potentials. I realized that I can trigger more than 1 "star" with 1 shot but it would be cool if the game would encourage somehow the player to use it or may be even a levels where the shot count is limited needed to exist. Unfortunately as soon as I felt hyped about the game it ended :( Well done on finishing it and submitting in time but I wished for more content. Good luck on future projects!

Developer

it subtly encourages it.. you can't get an s-score in level 1 without using less shots than "star"s :)
love the comment, thank you.. glad it even got someone "hyped", I was worried it might read more tech demo than game at this point :D

Submitted(+1)

Yes, I spotted that game gives you "rating" but there is no real goal to achieve the higher rating. The easiest solution that comes into the mind - leaderboard.

Developer

only later, rating the submissions, I saw a godot project with a relatively simple leaderboard, done with silentwolf .. I'll definitely check out the silentwolf / godot integration on my next project, I'd love to do an interesting scoring system for everything from now on :)

Submitted(+1)

I implemented SilentWolf into my game few hours before deadline. 

Submitted(+1)

Cool idea! It has lots of potential. However, feels like the levels are a little short. May be adding puzzles here and there to make the connection or more challenging terrain might be something to explore further.

Developer

eventually I hit the point where I just wanted to get it done .. but definitely, if I ever go back to this, "just" putting in more levels is an obviously correct way to go :) like someone else wrote even just moving platforms so you actually have to jump or so they block sight of a gem would be far more enticing than these current empty levels :D thanks for playing! :)

Submitted(+1)

I liked the visuals a lot.  The mechanic was interesting and on theme so points for that but had potential for more exploration as was said.  The blocks and connecting string could make better use of 3D space by moving the blocks or string up or down a little so one blocks the other and producing a problem that needs to be solved (a puzzle).  Attractive game.

Developer

thanks for playing.. I love "attractive" as a description, I was mostly focusing on appealing mechanics and aesthetics, it seems that worked out well :)

Submitted (1 edit) (+1)

Great game with a interesting mechanic with lots of potential. I felt it was too short tho.

Developer(+1)

"too short" = "I want more" -- I suspect that's a good thing :D .. thanks for playing :)

Submitted(+1)

Leaving the player wanting more is a good thing for sure!

Submitted(+1)

Great submission! The controls feel really good, and I love the aesthetics. I only got a DDD score though =(

Developer (1 edit)

feel free to retry anytime :D glad about controls and aesthetics, thank you very much :)

Submitted(+1)

Great game, has a lot of potential , I enjoyed it, fits the theme really nice.

Developer

thanks for playing and the comment :)

Submitted(+1)

Great submission, I absolutely love the sort of portal texture on the room exit doors! Nice concept, played through it three times, with a best score of ACD. Good job! 

Developer

I can beat the complete game in less than a minute with SSS, you can do it too :D .. 

thanks for playing, glad you enjoyed it :)

Submitted(+1)

It;s really fun game concept. Needs a bit more polish in regard of sounds. great submission overall <3

Developer(+1)

eventually I hit this moment "I just want to hand this in by now" and figured that game mechanic won't be salvageable just by making it beep better :D still, obviously I agree it would be better with at least a few more obvious sounds like the particle, hitting a charging gem, the door opening, the scoring letters, animating them .. maybe I'll get back to this, but I think I won't keep the "connections" theme :)

Submitted(+1)

Good job bro. leave a comment when you check out my game <3

Submitted(+1)

I liked the game in general! One thing to note: I had to scale down my browser zoom to play, so it might be worth checking the window size or the embedding settings. Aside from that, it was a great experience!

Developer

thanks for playing, I'm glad :)

Submitted(+1)

It took me a minute to figure out the best way to shoot the nodes, but it is a cool idea! Maybe you could use a tween to show the counting of the shots, which would ensure you always have the same wait time. I waited a lot on the first level :D

Developer

oh dear, I'm sorry :D didn't think of the way that might misread, I used to have an animation on the staff, but lost the project in the middle and that wasn't important enough to rebuild :D
thanks for playing :)

Submitted(+1)

I liked it, there is no need to apologize! Feedback from people seeing your game for the first time is so very valuable. I love it!

Viewing comments 21 to 2 of 21 · Next page · Last page