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Link & Shift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #36 | 4.462 | 4.462 |
| Mechanics | #40 | 3.923 | 3.923 |
| Fun | #92 | 3.692 | 3.692 |
| Overall | #130 | 3.654 | 3.654 |
| Sound | #133 | 3.346 | 3.346 |
| Aesthetics | #295 | 3.308 | 3.308 |
| Music | #345 | 2.692 | 2.692 |
| Story | #367 | 2.115 | 2.115 |
Ranked from 26 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.
Yes, i have used some vfx, audio and sprites from different sources.
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Comments
I'm super bad at this, but Its so good I keep trying. I love how the progression keeps the player from really sticking with a single strategy - at first I thought just swinging around a fixed anchor would be good, but then the [!] blocks got in the way so i had to be more careful, and then the snipers straight up punished that kind of thinking. The bosses kept things fresh, too!
There are some very minor areas for polish -
I agree with b8horpet about the the directions after switching orbs being unintuitive. Maybe flipping that could be a setting?
Impressive work, though!
Yeah got you suggestion regarding that, i will implement it, and about the UI, mismatch, i think thats because i have optimized it for 1920*1080 only, yk short on time🥲. But thanks for the review!!
Themewise exceptionally good idea, cool mechanics. Kept messing up the directions after switching the orbs, but it's a cool and challenging way of moving.
A local coop mode would be also interesting.
Yess, might make it a co-op thinking about it😀
insanely creative usage of the connection theme! controlling 2 tethered orbs is such a fun mechanic. It gets really challenging in the later levels too, I did 3 runs and had such a good time. This has huge potential as a coop game too, imagine the amount of goofy potential when playing with another player. Really great stuff, kudos to the dev!
Appreciate the words🙌
This would be a great couch co-op game, I would have loved something like this to play with my brother! We are both suckers for these kinds of games. Maybe that would trivialize, I am not sure but I love the idea and the premise of the game.
I agree, co-op can be really fun for this game! Might try doing it.
Nice gameplay feels very polished and balanced. The Boss level and uprades feeling at point , it is normally not a kind of game i would play but i had fun.
Glad to hear it
Incredible concept you have here! The mechanics are very polished and intuitive, and very enjoyable. You really have to adapt the way you play depending on the enemies you are facing, giving it much more depth.
I would have preferred if everything could be done with the gamepad (navigating the menu, ...), but it is always nice to see games supporting them. Also, I think the info and tips screen before a level stays displayed a bit too shortly, maybe it would be better with user input.
I don't have a lot of time right now and I kinda suck at it, but you can feel that this is the kind of game where you can progress and get the hang of it very quickly. Nice job!
Appreciate the review, glad to hear you liked it!
This is a cool game! I like the way you implemented the mechanics its pretty creative though sometimes it can be a bit tricky to control. The premise is pretty simple but quite engaging and polished. Well done!
Good game, I suck at it but very well done.
Really cool game, I reached level 5, but the fact that it resets to level 1 if you die was kind of annoying. Wasn't expecting the upgrades but they were kind of cool. Also I don't understand why but sometimes on level start and between waves, it moved automatically in circles until I gave input. Also found an exploit where you can just melt the bosses by quickly moving in opposite directions on the boss. Great audio and sfx as well, very impactful. if the input was just a little more responsive, you would have something really great here. Great job on the entry. Well done
Glad to hear it!!
I love how you have to switch between the two bots. I royally suck at playing this though and couldn't beat the second boss. This game follows the theme very well and is good in all its simplicity.
Great use of the theme, nice concept, I love the sound work as well and the overall cohesiveness, and its difficult which i like.
That's excellent, superb original mechanic fits perfect with the jam theme. Very polished. Good job! Meant to say would maybe look at letting the player restart from latest level to avoid frustration and make sure more of the game is played.
This game is surprisingly pretty good. It has a unique concept and it fits the theme perfectly. The variety of enemies is what impressed me the most. The artstyle is pretty good too. Overall pretty good game☺
Glad to hear those words! Thanks a lot.
Like the artwork of the title screen! The game is quite challenging, and fun.
Thanks You Lemoning! Appreciate the words!
hard but fun! well done :)
creative take on connections. this was fun. game got hard when stuff starting shooting me I need to practice to get good
Hey I liked the game idea but the controls were a little hard for me. also you can still get points after game over and kill more enemies! GG!!
Might have been a bug!! Will look into that!
Your link mechanics were very interesting. Bouncing the nodes around back and forth and manipulating them through the play space felt fair. The mechanic takes mastering but once you get the hang of it, you can really do a lot of damage and enjoy moving them around~ feels good. I played with the game controller, so thanks for including those controls.
The powerups may need some tuning in my opinion. That speed powerup makes you way too fast, like to where you lose control. Its a great jump in the feel of the controls from their original values. It recreates the learning curve all over again.
For the powerup that increased tether length, is the trade off that enemies will deal more damage to you (the player) in exchange for increased range, or do you deal more damage with your tether while getting to extend its range? This wasn't too clear but I did die pretty quick after I chose this.
There are some bugs going on and I think I pinpointed exactly what occurred. Somehow while I was tethered to the yellow box during the boss fight in Wave 2, I happened to somehow kill and damage the boss but my tether did not even touch the boss so I was confused how this happened. I just know I was attached to the yellow box when it happened, maybe while dealing damage or getting dealt damage by and or to the boss while being tethered to the yellow box. I was surprised because the Boss still had nearly a full health bar and then suddenly I was alerted I cleared the level and was prompted to chose my 3rd upgrade (which was the increased tether range).
However when I started the third level, my node characters were reset to their scene start positions but the tether link broke and both ends of the tether remained in their ending positions spot from where their two points had been positioned in the previous wave at the moment the boss was destroyed, when the tether was anchored by the yellow extension box. Both tether ends extending out from the yellow box stuck in the game space where my two nodes were when the scene ended / the wave cleared. I lost my tether connection the tether end points were locked in those same positions from the previous scene. And now I could only manipulate the two nodes with no tether in between them.
I could not get a screen shot because I died to fast in the 3rd scene when it started, which is why I wondered if the damage I had taken from enemies, had been increased due to the power up. Or maybe even selecting the powerup, that would change the distance for how the tethers would behave had an influence on recalculating their positions after the scene load / wave change, that caused the end points of the tethers to get stuck when they were both coming out from the yellow box instead of their original connection between the controllable nodes.
The enemy projectiles were a hassle, but if you play the game enough and develop patience and mastering of placement and control over your nodes, you can adapt. I feel there is quite a balancing act that you as the player need to develop in order for you to destroy the enemies while dodging the bullets, and while not taking damage. There is a difficulty spike in this way that is very sudden. You don't have time to adapt to the ramp in difficulty unless you play numerous runs. This could also just be my skill issues... lol!!
Could use some higher music volume. It sounded very feint, and the sound effects were overpowered. I think the feedback between the object interactions was fair. I feel that if you varied the sound effects and alternated the pitches of the explosions and collisions, or even had different explosion sound effects that cycled, it would go a far way to emphasize a dynamic feeling of the object interactions.
Either way... I enjoyed the mechanics you presented. It's a very engaging concept!! The little faces on the objects are really cute :3
Thanks a lot for the feedback, really appreciat it.
About the tether upgrade, it just increases the tether length[range], and the enemies themself become stronger on later levels, they have higher hit damage.
And the thing you experienced with the pillars is a bug i guess, i don't know why that happened, but i will give it a fix.
Really appreciate the feedback regarding sound effects and music!
I really liked the core idea of controlling two connected balls and switching between them, especially using the connection to deal damage to enemies. The concept felt original and fun to play.
I also enjoyed the boss variety and the level design, and the enemies felt well balanced for each stage. The sound effects and music really added to the overall experience and made the game more engaging.
One small thing, at one point an “i” icon box appeared and I wasn’t sure what it meant at first. It might be helpful to show what it does more dynamically in-game. Other than that, I really enjoyed the experience. Great job!
Glad to hear you liked the game. The boxes were pillars that player can attach to increase his reach(range). I really wanted to tell everything via tutorial level, but couldn't spend time on it!
A bit difficult, but a good game!
Nice!