fun
Submitted
Meteora| Criteria | Rank | Score* | Raw Score |
| Audio | #65 | 3.333 | 3.333 |
| Overall | #88 | 3.422 | 3.422 |
| Theme | #91 | 3.556 | 3.556 |
| Fun/Gameplay | #100 | 3.333 | 3.333 |
| Art/Graphics | #116 | 3.444 | 3.444 |
| Originality | #134 | 3.444 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
Yes — every visual asset (bottles, glass, liquid, explosion particles, UI) is procedurally generated in code at runtime. No imported images or sprites were used.
Did your team create most of/all the audio yourselves?
Yes — all audio (bubbling ambience, explosion sound, background music) is generated procedurally in code at runtime. No imported audio files were used.
How did you incorporate the theme "UNSTABLE"?
The core mechanic is a mixture that becomes increasingly unstable with every action: each reagent you pour pushes you toward the target formula but also raises an instability needle, which also climbs on its own once you start. Reaching 100 causes an explosion and a loss. The player must balance progress against instability across 7 increasingly volatile batches, each adding new unstable elements (random-swing reagents, self-accelerating instability, mean-reverting tremor). The project itself was even titled "Unstable" during development before being renamed to Critical Mix.
There are some rough edges, but the main mechanic is interesting and has plenty of potential. A short tutorial or clearer instructions would help a lot.
Really enjoyed it. Cool concept, great delivery - overall - nice. Rated
Like the idea, but i got through the game without losing by just adding the potions from the instructions without looking at the instability bar. Maybe the potions effects could be boosted so you need to really take it into consideration.
Visuals and sounds are good, it's nice you did them from code only.
Thank you so much for your feedback! I'm truly grateful that you played the game and shared your thoughts.
Level design is an area where I found it quite challenging and inconsistent. It's definitely an area I want to work on and improve as I continue my game development journey.
And thank you again for your constructive and kind feedback.
I'm truly grateful.
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