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Core Pulse: Planet Formation Prototype's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music | #195 | 3.267 | 3.267 |
| Fun | #258 | 3.133 | 3.133 |
| Sound | #328 | 2.733 | 2.733 |
| Aesthetics | #332 | 3.200 | 3.200 |
| Overall | #333 | 3.067 | 3.067 |
| Theme | #385 | 3.000 | 3.000 |
| Mechanics | #422 | 2.667 | 2.667 |
| Story | #465 | 1.867 | 1.867 |
Ranked from 15 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.
This prototype uses Unity built-in assets, More Mountains FEEL/MMFeedbacks, Nice Vibrations sample sounds, FEEL demo audio/music, and placeholder Unity primitives/materials. Additional sound effects were used from the project’s Assets/PlanetPrototype/Sound folder, including air whoosh, burning-air, huge-thump, ignition, rockbreak, space explosion, and steam hiss.
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Comments
Very satisfying - the game felt even better when I figured out I could just guide bricks into each other with gravitational pull. Some things I still dont understand, like the point of feeding the core after breaking the bricks and why it only happened sometimes. Either way this game was good, just needs some additional explanations in it. Grea tjob!
Thank you for playing! I’m glad the gravity pull started to feel better once you figured out you could guide bricks into each other. That interaction is something I want to build on more.
You are definitely right that the game needs more explanation. Feeding the core after breaking the bricks is supposed to be how the planet gains Stage Mass and moves toward transformation, but the game does not explain that clearly enough yet. The Breakthrough part also needs a clearer prompt, so players understand why it happens and what they should do.
I appreciate the feedback. The next pass is going to focus on better instructions, clearer Breakthrough prompts, and making the upgrade choices easier to understand.
Interesting game. Once I break all the dust and the planet starts the breakthrough process there was a loop of the dust constantly 'merging' into the planet, but If I do not click the loop keeps going. I did not know that, I was a little confused to be honest. I could complete the game. Great music selection BTW.
Thank you for playing! I’m glad you were able to complete the game, and I’m happy the music landed well.
The confusion during Breakthrough makes sense. The dust pulsing into the planet is supposed to support the transformation moment, but the game does not currently explain that the player should click the planet core to push the Breakthrough forward. Without that explanation, it can look like the game is stuck in a loop.
I’m going to update the prompts so Breakthrough is clearer, and add a failsafe so players cannot get stuck there if they miss the interaction. Thanks for pointing that out.
Seems like a really fun game to me, but I cant pass level 1.
I break all the stuff, time reaches 0, mouse looks like its clicking non stop, and the planet exects the stuff just in low orbit and attracts it back, this over and over... I restarted 5 times, every time same result. :(
https://www.youtube.com/watch?v=D2j6uevn7VU
Thank you for playing and for the video. I think I see what happened now.
During the breakthrough state, the player is supposed to click the planet core to push the transformation forward, but that interaction clearly was not communicated well enough. So you were not doing anything wrong. The game did not make the next step obvious.
I’m going to improve this in two ways: first, I’ll make the breakthrough prompt clearer so it tells players to click the planet core, and second, I’m adding a failsafe so that if the stage goal has already been reached, the player cannot get stuck there forever if the interaction is missed or the fragments do not merge correctly.
I really appreciate the report and the video. It helped me see that this is both a tutorial/communication issue and a softlock issue.
I tried it again and beat it! I'm just too weak for these 'click, upgrade, repeat' games. ^^ It was a lot of fun. The music is fantastic, though the track is a bit short, it got a little repetitive towards the end, but that doesn't detract from the game at all!
I still encountered that weird behavior (as in the video) in 2/3 of the levels, but by clicking hard enough around the planet, 'Breakthrough' eventually charged up and I could move to the next level. (Btw communication: after a few days rating games, I dont read that much anymore, so maybe it was just me doing it wrong :)...)
I also noticed two small things:
- On one upgrade it says 'Max Level', but the others say 'Level 10 Available' (shouldn't they say Max Level too?). If someone already pointed this out, feel free to ignore! :)
- When you finish the game and press 'Continue', nothing happens. But if you click 'Main Menu', the game actually continues. Even after playing another round, the 'Main Menu' button wouldn't take me back to the menu.
Great job overall! Keep working on it. A game with a very similar vibe just released a day or two ago and it seems to be quite successful right now.
Huh. Cool. Interesting. Nice space cubes. I liked clicking on them. It was like clicking on little fireworks. I didn't really get the second Breakthrough part where the particles kind of pulse in and out of the planet core, but more clicks kept things going. I handled the upgrade screen the same way, clicking with wild abandon as I couldn't make sense out of most of it in order to make an informed decision. Did not detract from my experience, to be honest. I was wondering if the game would scope out to eventually form suns, solar systems, star clusters, and galaxies. It didn't, but you know... it could. Nice little prototype :)
Thank you for playing! I’m glad the dust clicking felt satisfying. “Little fireworks” is exactly the kind of feeling I wanted the cubes to have.
You are right about the Breakthrough and upgrade screen being unclear. The Breakthrough phase is supposed to be the moment where the player clicks the planet core to push the transformation forward, but I can see now that I need to explain that much better in-game.
The upgrade screen also needs clearer descriptions so players can make actual choices instead of just clicking everything. I appreciate that it did not ruin the experience, but that is definitely something I want to improve.
Also, the idea of eventually scaling up from planets to suns, solar systems, star clusters, and galaxies is honestly very close to the long-term direction I’ve been thinking about. Thanks again for the feedback!
This is a really cool incremental game. I got kind of hyper fixated and lost track of time playing. I got to a point where everything was upgraded to at least level 10, and now it just crashes on me whenever I break a cluster. I can load my save and let the timer run out without crashing as long as I don't break anything. It just happens on breaking them. I'm not sure if it's a game bug, or a webgl thing, or maybe it's just my web browser.
Anyway, weird bug aside, I really enjoyed my time with it. The music is relaxing, and the visuals are really striking, I really liked the trails on the orbiting dust. Great job! :)
Thank you so much for playing and for pushing the game that far. I’m really glad the incremental loop pulled you in enough to lose track of time. That is exactly the feeling I was hoping for.
You were right about the crash. It was most likely a late-game overload issue from maxed upgrades causing too many fragments, chain reactions, and feedback effects to trigger when breaking a cluster, especially in the WebGL build.
I made a new update to address that by adding stronger safety caps for fragments, limiting chain-reaction scaling, throttling some break feedback, and properly capping upgrades. I also added a proper endgame/completion state so the run has a clearer finish line, rather than scaling forever until something breaks.
I really appreciate the detailed report. The fact that it only happened when breaking clusters helped me narrow down the issue a lot. Thanks again for playing, and I’m happy the music, visuals, and orbiting dust trails landed well.
I uploaded a new update focused on balance, readability, and feel.
Main changes:
Thanks again to everyone who left feedback. The comments have been really helpful for finding what was confusing, what felt good, and what needed better pacing.
I feel like you have to have a really big brain to come up with an idea like this. This has a lot of potential. The main thing that frustrated me was that the upgrade menu was not pleasant to read. I think it needs better color and composition. But still, the core idea is super interesting.
Thank you so much for playing! I really appreciate that. I’m glad the core idea came through because that is the part I’m most excited about building on.
You are definitely right about the upgrade menu. A few players have pointed out that it was hard on the eyes and not pleasant to read, so I’m doing a UI pass now with a darker outer-space theme, better contrast, and cleaner layout/composition.
Thanks again for the feedback. It helps a lot to know the concept has potential while I keep improving the readability and balance.
I'm excited to see the game develop.
BTW, if you have time, we would love for you to take a look at our game:
/jam/gamedevtv-jam-2026/rate/4609813
Would love to hear your thoughts!
I'm doing that right now, actually lol
Super nice visuals, I like the clean look and nice animations/movement. I had a bit of trouble in the beginning that I should click on the blocks, I thought it was only hover. But once I got that it started to snowball into coolness. Well done!
Thank you for playing! I’m glad the visuals and movement landed well.
That note about clicking the blocks was helpful. I made another pass on the interaction so the accretion field can damage dust over time, while clicking/holding still helps speed things up. The goal is to reduce constant clicking while still making the player feel involved.
I’m happy it started to snowball into something cool once the loop clicked. That is the feeling I’m trying to build around.
I appreciate all of the input. I released a fresh build that addresses the main problems that players brought up, including changes for the breakthrough/progression loop, better dust-to-core behavior, improved round results flow, and simpler upgrade access.
In order to lessen fragment overload, slow down uncontrolled expansion, and give Dust Evolution a more progressive feel, I also adjusted the equilibrium.
Any new comments on whether the first few rounds feel clearer now would be very appreciated.
So I feel like a lot change since I played it last, the biggest change being, before when I click on the cubes, they would burst and explode nearly right away in groups like chain explosions. Now it has changed to where I need to constantly click on the one cube to get it to explode, which is fine, and I can see this is obvious as the cube (large dust) becomes increasingly red over the number of clicks. I feel like you changed the mouse click radius or the area of effect that influenced the logic that breaks the cubes apart. Which I get a sense you did this to slow the pace of breaking apart the dust into fragments and increase the impact that upgrades have on different behavior / mechanics.
I had not experienced the upgrade system up until now, so I am not sure what kinds of issues other people were having (the payments possibly too expensive). I believe this upgrade system will be a huge balancing act. As this is my first time having access to it I am finding that I receive such an allowance of spendable points that I burn through the upgrades extremely quickly without fully grasping impactful changes that influence the gameplay in a gradual way. The upgrades escalate very quickly, drastically changing the gameplay, especially as you get to wave 4. I am not sure what your are expecting for an average target time of 10 runs was to be, but I did it within a few minutes.
I also noticed that the dust particles were producing so fast and being absorbed much more quickly this time around instead of whimsically swirling around in a orbit where the gravity increased over time, pulling them in like a whirlpool. I personally did not get to enjoy the visual effects of the dust particles and their trails the same way I did the first time I played. They are being absorbed too fast into the core. I liked taking in the detail of the particles winding in. This effect is even more so after i maxxed out some upgrades that influenced the rate at which the dust gets absorbed. While yes you had some dramatic screen shake last time around, I think you should consider adding it back, but only so slightly. I feel like in general, the screen shake was crucial to convey the sense of energy and power that cosmic forces would be perceived to have, it fed into the theme of the project. Or at least make it an option to turn off, but either way, I thought the screen shake was meaningful, just needed to be toned down, or even just added to the part where you are clicking on the core to expand it. (because now it doesn't feel present at all~ which for me lessened the visual feedback and entertainment value).
I noticed that I was still able to collect dust particles after the time was up, adding to my mass (even after the core was ready to level up). So after the seconds were done I could just keep collecting the rest of what was still floating around, adding to my mass as spendable allowance (not sure if this was intentional).
I feel like you should really change the green text from that bright yellow in the Upgrade UI. The green text can burn your eyes out, I found it really painful to see (personally). Then when it change to black text, I was like "oh freakin thank you lord" XD. I would consider the black text as the staple state for readability against the yellow. I would also say you should apply desaturated values to the UI. Like how you have those side bars Strange/Anomaly/Fragment~ those are so readable and easy on the eyes. Or even the same color scheme you used on the Start Menu is more readable and easier on the eyes. That yellow is so bright and when you pair it with another bright color, its too much... but if you dropped that yellow saturation (if yellow is the color you are trying to design with), it would feel much better. And partly because the yellow buttons takes up about 40- 50% of the screen space. Booom! Then I hit that last level with the Yellow screeeenn looll! Noooo!! XD
https://color.adobe.com/create/color-contrast-analyzer
This is a really useful tool in general for colors if you would be interested in any trial and error experimentation for color choices.
Thank you for the detailed feedback. This was extremely helpful because it pointed out what improved and what got lost between builds.
You were right that the upgrade pacing was moving too fast, the dust was being absorbed too quickly, and the UI colors were too harsh. I made another update that slows down Dust Evolution and Mass Bond, brings back more of the dust swirl before fragments merge, reduces runaway fragment/mass growth, and updates the upgrade UI to a darker outer-space theme with gold text.
I also changed the field interaction so players do not have to constantly click as much. The accretion field should now damage dust in intervals, with holding/clicking speeding things up instead of being the only way to break dust.
I really appreciate the note about the screen shake, too. I’m going to keep it subtle and reserve it for bigger cosmic moments instead of constant shaking.
i am going to upload a video to show you how the game is running in my browser:
It says the video is private, so I cannot see it.
dang... it said it would be ready at 12am XD I haven't uploaded a youtube video in years and it looks like they changed the system a terrible amount. I didn't understand because I was able to view it right away, it is actually going to be released at midnight ::skull emoji:: I was showing how the game plays in my browser. Takeaways:
I can't reach the breakthrough logic anymore
My allowance only increments at the end of each wave after the time has ran out and I have continue the level. instead of it going up by the dust I collect
which my core stopped absorbing dust altogether. looks like all the particles are just stuck rotating in an orbit.
The video actually shows all this, as well the orbit field of the dust particles is small when I am playing on the browser minimized but then when i play full screen, the orbit expands so the dust particles are still rotating around the core, but on outside of the screen space
Also too if you don't mind, you can message me on discord as I have the same username. And I just blow up the discord instead of these pages, cause good lord i have a bad habit of typing paragraphs and it literally cannot be helped
I am not too sure what was supposed to be happening. I read the instructions which seemed pretty straight forward. I ran the game several times trying to see if I could get different results, restarting the run from scratch each time. My time would count down from 14 to 0, I would click on the particles and they would explode, swirl around and absorb into the center mass but then it only ever read connected mass: 50 and break through 30%. I could not trigger any other interactions or logic after that point where this would occur:
I was always left with this state where I could click on the remaining particles but nothing would really happen aside from the being nudge them around from clicking on them, just endlessly looping. I was not able to access any upgrades or seem to get past this point. This game looks really neat in its basic state and the feedback from clicking is implemented well that it caught my interest. I would continue playing if I could past this point. So I won't provide any other feedback at this point until I could get past this point to where I could provide more in depth feedback about the game overall.
Is this a common error? Am I overlooking interacting with something? Or this just some bizarre error I am running in to~ as this has been my game state every time I run and play the game?
I appreciate the thorough explanation. That was a problem with the prior build's advancement; you weren't missing anything.
The game may trap the player before the transformation, results, and upgrades function effectively, even while it is approaching the breakthrough state. To fix this, I published a new build that enhances the fragment-to-core behavior, upgrades access, and rounds results flow.
The current objective is for players to break through dust, acquire connected mass, accomplish a stage goal, finish the planet transformation, and then go or upgrade.
Thank you so much for the input. It helped identify a significant obstacle. I'd love to know whether you can get past that point now by trying the latest version.
I' will give this another go and let you know ;-]
Great job, it looks good and sounds nice.
I just can't figure out how to get to the upgrade menu, only got there once and tried many times.
And can't seem to figure out the other part when there are parts flying around the planet.
Can't get them to hit planet, guessing I need to upgrade first.
I appreciate you playing and your insightful comments. The upgrade menu and orbiting fragment flow in the prior build were unclear, but you weren't missing anything.
I submitted a new version that should make the Upgrade button and results screen more accessible. To ensure the basic loop functions before requiring upgrades, I also modified the dust/fragment behavior.
Breaking dust, feeding bits into the planet's core, gaining linked mass, and then using the results screen to proceed or upgrade is the desired loop.
I'd like to hear whether the first few rounds feel clearer now that you've had a chance to play the new build.
The screen shake is giving me motion sickness, it should probably be tuned down. Otherwise it is a really cool concept about growing a planet! I am a space nerd :3
lol yeah I notice later after my student broke the game dwl
Got mesmerized by the visual and music, and made it hard to stop even though I mainly just clicked around like a maniac at first.
That's awesome to hear. I was trying to give that feeling. It's my first time doing something like this