Well done, and I like your profile picture
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CPU 100%'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #5584 | 2.830 | 3.857 |
| Creativity | #6590 | 2.830 | 3.857 |
| Audio | #7093 | 2.201 | 3.000 |
| Narrative | #7173 | 1.992 | 2.714 |
| Enjoyment | #8397 | 2.097 | 2.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
CPU usage is the game’s central countdown. It slowly rises over time, while every active software ability increases the growth rate. If CPU usage reaches 100%, the system crashes and the player loses.
(Optional) What would you like to be called if GMTK features your game?
Clematis
Comments
nice concept and i like it and the fact that your character looks similar to cloud from FF VII makes things even more fun
I think the visual style here is pretty cool! I also like the idea of using a countdown as a "resource". Generally, I found the countdown to be disconnected from the gameplay, though. When playing, if my usage got too high, I felt it wasn't worth it to complete the level because it would be easier if I just got to restart without the lasting consequences of dying or using an ability. I think abilities are what makes the game interesting, as it forces you to engage with the countdown. However, I never encountered a situation where I had to use an ability to complete a level, and every time I tried to use one I felt it wasn't helpful enough to justify the cost.
In total, I think this is a great game! I would also like to mention that just because you don't have a web build doesn't mean you can't find success, both in the final rankings and amount of ratings. Many games do well in both categories without a web build (including my own past submissions).
Thank you so much for the feedback! This is exactly the kind of comment that helps us see the game from a player's perspective. I think you pointed out a very important issue that the countdown was meant to be the main resource and decision making pressure, but the current version doesn't create enough meaningful moments where players feel they need to take the risk. We’ll definitely think more about how to make abilities and their costs better connected in future updates.
Also, thank you for the encouragement about the web build. We were worried that it might limit people from trying the game, so your words really helped. Thanks again for playing and sharing your thoughts!
Sorry, guys, we weren’t able to package the game as a web build...so unfortunately it’s not as easy for everyone to try. That’s something we’re genuinely disappointed about.
Our team poured a huge amount of time and effort into making this game. It reflects both our passion for designing gameplay mechanics and our love for the Y2K aesthetic that inspired its visual style.
We’d really love for more people to experience it and share their thoughts. Any feedback, suggestions, or criticism would mean a lot to us and help us continue improving. Thank you for taking the time to check out our game!
I enjoy the concept of the game. But there was a lot to process as I was platforming. It got to the point that it was often overwhelming and got in the way of overall enjoyment. .
Abilities seemed neat, but I found myself not really understanding how they worked/how to activate them. I think it's a combination of the text feeling to small and there being so much to read at once. Not to mention that having each ability increase CPU consumption left me with little room for experimentation. So often the game would kill me before I could even figure out what was going on. I see what you were going for with each of your choices adding to the feel of being inside an older computer. It's just in my opinion a lot of those choices came at the cost of actually enjoying the video game.
There is potential here for a nice full game with a bit more polish though. Especially if you take some time to evaluate if/when stylistic elements interfere with gameplay elements. Some ideas that come to mind include easing the player more slowly into new elements. Like maybe taking the first level to introduce the player to the clicking and dragging element. Then introduce the countdown in the following level. Then start introducing basic abilities with low CPU cost, working your way up to the more advance and costly abilities in later levels.
Best of luck with any future endeavors.


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