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A jam submission

Rotating FrameView game page

No jumping, no problem - spin the world around you to win!
Submitted by Incognito_User — 23 hours, 42 minutes before the deadline
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Rotating Frame's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#884.1744.174
Creativity & Theme#8363.6963.696
Overall#8703.4523.452
Audio#9813.1743.174
Seriousness#13323.3043.304
Visuals#17742.9132.913

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Submitted(+1)

A really cool Game! Love that it's a Combination of walking around and Rotating the Environment! Haven't seen that before.

Level Design is also very Good and I like the Background Track!

Developer

Glad you liked it!

I must confess that when I first nailed down the mechanics, I didn't really know what to do with any of them. So when it came to level design, my workflow was mostly just "cram a bunch of stuff into the level, run through it, and see what's fun." Glad it worked out!

Submitted(+1)

Super original and really great level design, the soundtrack is cool too it reminds me of Waterflame. Congrats!

Developer(+1)

Thanks for playing!

Funny you say that - the music is by Waterflame (see description). I normally make the music myself, but I ran out of time this jam.

Submitted (1 edit)

oh my bad lmao no problem and well done anyway!

Submitted(+1)

This is really cute, I love the way the character moves and animates! A very fun idea executed well :)

There is a way to lock yourself which is if you close a gate onto your character he freaks out (maybe he should die instead?)

That's just minor though, this played well and was a lot of fun!

Developer

Thanks for playing!

Fun fact: Originally, the character was pretty much just the spinning beach ball of death from Mac OS, and the googly eyes were a last minute addition because I wanted to make it more lifelike. Very happy to see it paid off!

I did know about the gravity gate bug, but for one reason or another, I left it in (I can't remember if it was because I couldn't fix it, or because I thought it was funny). I found it by accident, but I didn't think it would be that big of a problem since rotating 180 degrees always fixed it. To my knowledge, there isn't a way to get stuck in a gravity gate in a way that you can't rotate your way out, although I could very well be wrong.

Submitted

I couldn't rotate because my character wasn't on the "ground" I think, I tried hitting all the buttons and nothing happened 🤔

the googly eyes are super cute and charming, great instinct lol!

Developer

Oh wow, I learned something new about my own game today!
How did you do it? Were you sandwiched between the floor and the gate?

Submitted(+1)

Cool! I was initially a bit confused why all levels were unlocked from the start, but I felt the mechanics were simple enough to understand and the levels were all about the same level of difficulty, so it made sense by the end. I didn't really like the arrows popping into view when my freeze ability was available, I think a more subtle change in the character's design would've been better there. Also while the quick respawn was appreciated, some short death animation would have been nice to give the player a short breather. Other than those though, this was well done! :D

Metagame cog 112/126

Developer

Congratulations on all those metagame cogs!

Admittedly, the level unlock thing was mostly me being lazy. The menu code was reused from a previous jam, and since the game I made for that was pretty hard, I decided to leave all the levels unlocked in case someone wanted to skip a level. Fast forward to this jam, and I ran out of time to add the level locking so the system remained.

As for the arrow thing, I just realized that you're the first person to have mentioned it so far. I added it initially because I figured the rule where you could only rotate on the ground would be a little counterintuitive, so people would want some kind of visual indicator. But then I made the tutorial, and I explained said rule while simultaneously forgetting to talk about the arrows, so in retrospect, I'm not sure why I left them in. Hopefully they weren't too annoying for anyone else...

Submitted(+1)

Good gravity game ! Good job ! :D I did the hardest level in first lol

Developer(+1)

Thanks for playing!

Submitted(+1)

Works so well!

Developer

Glad you liked it!

Submitted(+1)

Really fun!

Developer

Thanks for playing!

Submitted(+1)

This is amazingly creative, at least for me, i had a lot of fun playing it! Nice job!

Developer(+1)

Glad you had fun!

Submitted(+1)

I really enjoyed this one, definitely one of my favorites! Easy to understand concept executed very well. Great work.

Developer

Glad you enjoyed!

Submitted(+1)

i've seen a couple games with this premise and i think this was my fav of them so far !

Developer

Thanks for playing!

Submitted(+1)

The game is actually so good! I love the little character, and the fact that its eyes follow the inputs. The only thing I'd really change is adding some indication that a level has been completed. I ended up playing the same level about three times before I realized I'd already beaten it lol. I'm not sure if it's a bug or if I was doing something wrong, but the SFX volume didn't seem to change when I turned it down in the settings. It didn't really affect my enjoyment, though. I also noticed that if you open the settings, you couldn't die anymore but I could still keep moving until I changed directions when you can die. Not sure if that's intentional or just a small bug I happened to find. Either or I loved it lol

Overall, I really liked it! Great job!

Developer

Glad you liked it!

The SFX volume does change, but you need to hit the restart button for changes to take effect. Admittedly,  I probably could have made it so that it updated on the fly, but the settings menu was a last-minute addition. Also, I just now realized that the difference between the max and min settings are only about +-10 dB, so it may not be super noticeable.

I'm not sure what you mean by the bug where you can't die, because I tried doing that and I couldn't replicate it. The being able to move while the settings were open thing is 100% a bug though, and it's because I made it so that the ball node could still move when paused (hence allowing the rotation gimmick to work). But that also made it so that I couldn't pause the ball, even if it made sense to when opening the menu settings. I probably could have implemented that better, in retrospect.

Submitted

The best way I can explain it is on the Turbines level. If you open the pause menu and leave it open, then drive into the spikes on the left, they don't interact with the player or kill them. It's a pretty specific bug since you mainly have to intentionally do it, and as soon as you rotate the screen again, everything starts working normally. 
i hope that explains what happened better lol

Submitted(+1)

I like games that uses different ways to play a game. This one was very interesting and fun. The control of the character was very bouncy when I was trying to position them at certain parts but it still worked.

Developer

Thanks for playing!

To be honest, I did have plans to make levels where you needed to use the bounciness to complete the level. I ran out of time to implement them, but I left the bounciness in there because I had gotten so used to it by that point that it felt wrong without it, and figured that the ability to instantly brake by freezing would fix it if it ever became a problem. I'm a little disappointed that no one seemed to use the freezing for its secondary purpose though.

Submitted(+1)

Love the idea, gameplay is very intuitive and level design is good. I do think the character shouldn't be so bouncy, as I often try to rotate right after landing but since it bounces off the floor I have to wait for it to settle down. Music is great as well, and having a level selector/settings menu is nice. Great work!

Developer (1 edit)

Glad you liked it!

I mentioned this in another comment, but if you hold space or left mouse as you hit the floor, you can actually start a freeze right as you land. A secondary use of freezing (besides being required to start a rotation) is removing all velocity, allowing you to land without bouncing. Seems like very few people used this mechanic though.

Submitted(+1)

Very nice game! I am a sucker for puzzle games after all lol. I'm not sure if you made the music yourself but it's very whimsical which made the game pretty funny to play. I loved the squash-and-stretch of the player circle thing when you landed/jumped.

Developer(+1)

Thanks for playing!
The music wasn't made by me (see description). Although I was originally planning on making my own music, I ran out of time. Glad to see it was a good fit regardless though.

Submitted(+1)

Spikes could defiantly do with a smaller hit box on the point found myself felt like I was clearing them but barely scrapping them but I did read a comment where you said the player's hit box was smaller it could just be a slight bounce since I did notice the player was bouncing or if the squash and stretch was also stretching the hit box too and not just the sprite.

Just as I was thinking this game could do for some more mechanics the turbine was introduced although it could've been a little more powerful in some areas. I was thinking it would also be interesting if the player could be able to rotate maybe just once while in air.

Very well put together though the only big issue I saw was the lag spike whenever the turbines loaded if you are using a gpuparticles2d switching to a cpuparticles2d would help on the web to prevent that.

Developer(+1)

Thanks for playing!

Since we're still in the 24 hour window where updates are allowed, I just went back and put in a patch that slightly shrunk the hitboxes of the spikes. Hopefully that makes things feel a bit more fair.

As for the turbines, the reason why they aren't that powerful was because I tried to design the levels such that you could usually see where you were going. Since you can't rotate in mid-air, I figured it would be frustrating if you committed to a rotation only to fall into a spike pit, so I wanted to keep the maps small.

As for the design decision to not allow rotation in mid-air, that came from the decision to make it so that losing all velocity was a prerequisite to rotation. I had initially planned to allow the player to keep velocity while rotating, but I couldn't figure out how to design levels around it, among other technical issues that I wasn't able to figure out in time. Of course, I could have allowed rotation in the air while still keeping the freeze system, but that would have simply made the rotation mechanic into flying with extra steps. In the end, I went with a "you can only rotate on the ground" system because I felt like it was scoped well enough for this jam.

As for the GPUParticle2D thing...yeah. I'm pretty proud of how I made use of the features available with GPU particles that I previously didn't have with CPUParticles, but in hindsight, I really should have thought of the performance tradeoff I would be making on the web build...

Submitted

yea there is a button to convert a gpuparticle into a cpuparticle you could see if it converts well(sometimes the color doesn't convert but it can be reset) but i think the issue seems to be the particles getting recompiled for each level

Submitted(+1)

This was some good, clean fun! Reminded me of some of my favorite browser flash games from back in the day. Good work!

Developer(+1)

Glad you enjoyed!

I too grew up on the days of browser games (RIP Adobe Flash). Fun fact: the music is actually a homage to Awesome Tanks (I normally make my own music but I ran out of time this time).

Submitted(+1)

Awesome game! When I started, I really thought I'd see more games based on spinning the world, but surprisingly, there are very few (among the ones I've seen so far).

Developer

Thanks for playing!
Yeah, I'm with you. This was the first thing that I thought of when I saw the theme, so I'm surprised so many people made something gambling related.

Submitted(+2)

Prob the best game i've rated in this jam so far. In terms of improvement, you can make the player less bouncy and uncontrolable and also make the spikes have a smaller hitbox. Thanks for making this!

Developer

Thanks for playing! This was my first platformer (among many of the other firsts for me), so it's a bit rough around the edges. I definitely think the bounciness was my biggest departure from the genre. This was actually one of the reasons I made it so that freezing removes all velocity. Besides using it to initiate a rotation, you can also hold the "freeze" button as you land on a surface to hit the floor without bouncing. You don't need to do this to complete the game by any means (I never did this), but the option is there for those who can't get used to the bounciness. Probably should have added that explicitly as a tip in the tutorial or somewhere though.

As for the spike hitboxes, I should probably note that they're pretty much exactly the same as the sprite size, but the ball's hitbox is a bit smaller than the sprite to be more forgiving. It might be the squash and stretch effect throwing off the hitbox though, since it's purely visual and the hitbox doesn't update to reflect it.

Submitted (1 edit) (+1)

I honestly really enjoyed my time with this one. Thank for making and sharing it

Developer

Thanks for playing!