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A jam submission

Stop the spinning platformsView game page

Reach the center of the spinning platforms to access the control panel
Submitted by ratzazburatoare — 2 hours, 52 minutes before the deadline
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Stop the spinning platforms's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity & Theme#29002.1762.455
Seriousness#29822.1762.455
Enjoyment#31531.6921.909
Audio#31861.2891.455
Overall#32161.7892.018
Visuals#32521.6121.818

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Unity

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Comments

Submitted(+1)

Interesting concept. I think camera sensitivity is too high, specially for me (I usually have the mouse sensitivity very high, so it sums up). Also wished there was a character model. Anyways cool concept, don't hesitate to take this project further, I see potential in this! Good job.

Developer(+1)

The mouse sensitivity is definitely an issue. I thought I could fix it in the last few minutes before uploading the game by simply tweaking a single parameter. Unfortunately, while it seemed to work reasonably well in the Unity Editor, it turned out to be a terrible solution for the web build.

Thanks a lot for the feedback! I'm really glad you could see the potential in this little game demo. I appreciate you taking the time to play it and leave a comment!

Submitted(+1)

Very well made game! Here is my honest review:

Pros

  • Really cool shaders
  • I liked rotating platforms, that you spin with them when you are standing on them

Cons

  • You have Third Person Game, but camera uses First Person rotating. That's pretty confusing
  • I got to computer but nothing happened.
  • The walls have wrong depth (or was it on purpose?)
  • You can rotate with platform if capsule touches it from the side

My suggestions/improvements

  • This game really needs a lot of work, because right now it looks more like demo of various mechanics and shaders
  • You can add more obstacles or parkour with rotating platforms

In overall I really liked your game. I hope you will continue to manage it further and release a full game. If you didn't understand something from what I have said, feel free to ask me.

Here is screenshot of me getting on top of the rock :)

Developer

Thanks for your feedback, and thank you for taking the time to play the game!

The biggest challenge was definitely making the player rotate together with the platforms. I spent quite a bit of time on that, especially since I wanted to use the physics system and rigidbodies. Regarding the walls, they actually have the correct thickness. I modeled the concentric platforms that way, but the materials and shaders may create some visual distortion, making them appear thinner or different than they really are.

I built this game over the last two days and mainly used it as an opportunity to test some scripts and shaders that I created myself. The goal was to turn them into a reusable package that I can use as a starting point for future game jam or quick prototype projects. Because I was in a rush to finish a playable demo before the deadline, I merged my existing first-person and third-person controller scripts. It worked well enough during testing, but I overlooked the mouse sensitivity settings in the web build, particularly the horizontal camera rotation.

You're absolutely right that this is only a demo showcasing a few mechanics. I do plan to revisit the project in the future and expand it into something more complete.

Thanks again for your detailed feedback—I really appreciate it!

Submitted(+1)

I also stomped on the computer desk in the middle and therefore consider myself a winner! You should too (consider yourself a winner. And me, because of the computer-desk stomping)

Developer

Thanks for the kind words and for checking out this small demo. I really appreciate it! It was a fun jam, and I'm glad we all managed to create something during it.

Submitted(+1)

Interesting idea! Feels very surreal. The camera could probably use some work, in fact I might have even preferred if it were just in first person instead as third person cameras are pretty difficult to get right. As someone who has tried and never once succeeded at writing my own shaders, I really appreciated the shader on the walls and how they faded in and out of existence, especially with the idea that you had to time it correctly so that you could get past them while they were gone. Great job!

Developer(+1)

Thanks a lot for the detailed feedback! I'm really glad you found the shader interactions interesting. That was exactly the idea behind them — the player is supposed to observe and experiment with these special walls. Some of them become passable automatically, which is hinted by the shader itself, while others require multiple interactions to gradually dissolve and eventually become penetrable.

And you're absolutely right about the camera — that's the biggest issue. I rushed the process a bit and ended up mixing some of my own reusable scripts for both first-person and third-person control, which resulted in a slightly messy setup.

Submitted(+1)

This was cool. But, the camera movement is a little janky. Also, on first play through there is so much going on which I imagine might confuse some people. And, I was kinda confused at first what did damage to me until I heard some epic beats when I stepped in the lava.

Developer

I'm glad you enjoyed this small demo of the game. The camera is definitely still the biggest drawback at the moment. I tried to add a sound cue to make it clearer that lava deals damage, and there’s also a small “cookie” pickup somewhere around the level that acts as a health item.

Submitted(+1)

I stomped on the computer a couple times so I'll consider that as a win. There are some cool models in this game. My small suggestion is that you should change how the camera moves. It operates as if you're playing a FPS instead of a third person platformer game. Or just don't show the bean and make the game in first person (might be easier).

Developer

Thanks for the feedback! I'm glad you liked the models, and I'm happy stomping on the computer counts as a win. 😄 About the camera, I noticed that issue too, but unfortunately I realized it too late to improve it for this demo.