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.
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Flow Guide's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #261 | 3.500 | 3.500 |
| Mechanics | #295 | 3.042 | 3.042 |
| Music | #340 | 2.708 | 2.708 |
| Aesthetics | #363 | 3.125 | 3.125 |
| Overall | #390 | 2.875 | 2.875 |
| Fun | #402 | 2.708 | 2.708 |
| Sound | #441 | 2.333 | 2.333 |
| Story | #507 | 1.792 | 1.792 |
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/
Comments
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.
Really cool game idea! I liked the gameplay and thought the portal effect for the level exit looked awesome.
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.
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
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. :)
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 :)
Very old 90s tech feel, very retro and cool ambiance. I enjoyed shooting the sparkles before recognising I get graded on the, ops.
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.
Great work! Had fun trying to beat my scores, I am quite bad at not just spamming the staff lol.
Very interesting concept, a very very good job!! Congratulations!
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.
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 :)
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!
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! :)
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.
Great game with a interesting mechanic with lots of potential. I felt it was too short tho.
Great submission! The controls feel really good, and I love the aesthetics. I only got a DDD score though =(
It;s really fun game concept. Needs a bit more polish in regard of sounds. great submission overall <3
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 :)
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!
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







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