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Octoshift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #8 | 4.624 | 4.624 |
| Overall | #142 | 4.038 | 4.038 |
| Visuals | #192 | 4.306 | 4.306 |
| Audio | #233 | 3.788 | 3.788 |
| Enjoyment | #249 | 3.918 | 3.918 |
| Seriousness | #878 | 3.553 | 3.553 |
Ranked from 85 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
Really a creative way to implement the theme of the jam.
I cannot complete the full game because I have dificulties to drag the cubes. Many times the cube I wanted to drag, it rotated to the oposite direction and other times another cube behind the one I wanted it was dragged instead.
I think that the problems with the drag is due to the orientation of the camera.
Despite of that, I like the game, good job
Awesome puzzle and level design! the aesthetic is really fantastic too!
Really good puzzle game that is an incredible take on the theme. Figuring out how to orient everything was very enjoyable. Visuals and Audio are nice. Octopus platformer is pretty serious also. Great Job!
Wow! This is one of the most creative puzzle games I’ve seen for the theme. I completed it from start to finish. The coding for the camera and cube rotation must’ve been hell to deal with.
I’m curious, how did you blend the 2D platformer movement with the rotating 3D cubes? My guess is that the player and platform sprites have invisible 3D colliders, while the character movement is locked to two axes so it still plays like a 2D platformer. Is that how it works?
Anyway, it's a really cool game. Nice job!
Hi, thanks for playing!
You were right about the 2D object (the octopus and the floor) having hidden 3D colliders. A trick I found while doing this is to make the colliders relatively thick. If these colliders are too thin, there are chances that small movements will cause the player to fall through the floor.
I didn't lock the axes, though, since the axes would rotate when the player rotates with the cube (or in other words, I'm using the player's local axes instead of the world axes; I don't think I locked any of the axes).
I've one script that helps lock the distance between the player and the surface of the cube, and the player also has a custom gravity script that applies gravity to the player's local downward direction (this script is disabled during rotation to prevent the player from falling). When standing on a cube, the player will temporarily become a child of that cube so it can rotate along.
Ah, I see. That's interesting to know. Thanks for sharing!
very unique and fun concepts. some points i would like to point out:
The shaders i think sometimes create a bug where there are full black faces preventing me for seeing the face
The cube rotation mechanic i felt if un intuitive or maybe it did not work for me (I played in web)..like i would click and and drag to rotate in a dir...sometimes it would rotate sometimes it would not and other times it would just do its own thing.
Things i liked:
Like some said artstyle was not coherent but i did not feel that...I thought with the shaders and all it felt good...not a noticeable thing
Game UI was very polished
Sound design was good
Like Ten Talls said there might a market for this on mobile....could very well be turned into a profitable game....looking forward to it!!
Thanks for playing our game! The black faces are a result of the objects getting too close to the orthographic camera instead of a shader issue. I'll be fixing this issue after the rating period ends!
The rotation and control are quite complex to create and definitely need more tuning. We'll do more polish and playtesting for it when it comes to the complete game!
Thanks a lot for the feedback!
I played through the entire thing, and even read the message on the back . . . thank you for the wonderful game submission! It was quite a blast once I figured out the mechanics and got comfortable navigating the controls. I haven't played too many puzzle games this jam, but I think this is a hard one to beat! I really loved the use of the theme, "spinning", in rotating both the camera + the blocks to navigate the little octopus through the levels.
Reading through some prior comments, I did feel the art assets in particular feel a bit out of place (though very cute!), but honestly with the programming weight of this game, I think that's a very small criticism to walk away with. Beyond that, all I'm left thinking is . . . when can I get more levels to play?! Would love to see this mature into a more full-fledged puzzle game, I really like the mechanic.
With the controls in particular, I'm wondering if there's a good potential mobile game here . . . there's a market there if you can get past the pain of advertising + beating out those slop games on Google Play. Loved it, great submission.
Thank you so much for finishing and liking our game! Regarding the art, we started working on it pretty late in development, since trying to implement the control and rotation feature took most of our time.
We do plan to continue polishing and developing this game! My friend and I are both college sophomores, so we both want to make this game into a good portfolio piece. In addition, we've gained lots of feedback from this jam, so we now have a better idea of how to better tune the game!
Thank you so much for the thoughtful comment and for playing our game!!!
Got through in the end despite having some trouble with the controls! Really cute artstyle and great idea for the game!!
What kind of black magic is this??? How did you guys manage to make such a perfectly condensed game!?
It was perfect! :D Great concept, great execution, great art, great music and it was perfectly long! Not too short, not too long. (Also that must have been hell to code! lol)
If I had to pinpoint something, I guess the spins often don't follow the player's intent. But that's being REALLY picky. CONGRATS, WISHING U THE BEST.
ALSO, this have LOTS of potential for a full game!!
Thanks for playing! As the programmer for this game, trying to code this thing is quite a nightmare, but I'm glad I've done it! Trying to figure out the controls for the camera and rotating cubes probably took the most time out of anything I've worked on in this jam. Unfortunately, due to time constraints, we didn't playtest our game, which made the controls feel weird and unresponsive. Thanks a lot for the comment!
One of the most creative game that I saw so far! I did NOT think of game like this with SPIN TO WIN. Love it!
what a creative nice game i didnt and couldnt think of or make smthng like that WELL done
top notch! polished, fun, novel great execution nothing more to say. Played it whole hope you continue developing this!
Probably one of the most unique puzzle games I've seen so far! The level design was well done, and I enjoyed the the refreshing take on the theme! Nice game!
One of the most creative games I've seen in the jam. Very intereting use of the theme and impressive execution and polish all around.
The controls felt a little difficult at times but it's a very minor complaint.
Amazing work with this!
Cool idea, I like the visuals a lot. It felt like I was fighting against the rotation controls at times. But its not a huge deal. Great job!
I rated your game yesterday but I was not able to comment because Itch not letting me comment. So here I am today.
I really liked your game, the visuals were outstanding and it was one of the more unique puzzle based games I've played this jam.
I have some suggestions/feedback :
- The platform mechanics can be improved since they felt a tad bit stiff.
- Despite the great art style, I felt like some assets did not fit the art style well.
Otherwise, great job!
Incredible game! Probably my favorite this jam. Insane that this got done in a week. The gameplay and yawls' interpretation of the theme is spot on.
Honestly, I really only have one nitpick--and I do emphasize that it's such a nitpick that you could ignore it--, which is that it felt like the art assets were kind of "all over the place." Don't get me wrong, it looks really good (5 stars there), but I just noticed small random differences between the assets. Like the octopus is black and white and kind of pixelated when compared to the platforms and the island, which are in their own independent styles. And then all the 3D assets, the front page, and that island do have an outline. Was lowkey expecting it to look like the logo y'all have (which I love), but then was surprised when I saw the menu, which was a rasterized illustration. The cover image caught my attention, so I was surprised to see it look different. It felt off for me personally. But again, it's a nitpick; I didn't notice that much, if at all.
Thank you for your lengthy comment. I agree that the art style is a little not fit. I believe it's because I didn't decide the game's overall art style early enough so that I focused on every asset separately and forget about when they get together. I am glad that you points out that so that I had a chance to reflect. I really happy to hear that you like the game and it gives me a lot of encourage through your thoughtful words. Thanks a lot uwu
Such a cool game just amazing
This is one of my favorites of the jam, sometimes the cubes rotated where i didn’t want to but i would like to see more levels
I am AMAZED. This is one of the coolest games I have played in the jam for sure! Sometimes rotating the cubes felt a bit off and did not work as intended but overall his game is great. Nicely done!
Such a cute little game I love it, I like the spinning mechanics of it, it's very refreshing! It did get difficult but it wasn't so bad. Sometimes the camera got in the way when I rotate the block and made things feel a bit dizzy, but other than that good job on it!!