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A jam submission

Lorentz CatView game page

Your cat Lorentz got lost in space! Find and rescue him fighthing depleting resources.
Submitted by misiak — 53 minutes, 38 seconds before the deadline
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Lorentz Cat's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#254.0384.038
Fun#353.6923.692
Controls#433.6153.615
Accessibility#543.2313.231
Overall#563.4843.484
Theme#773.5773.577
Audio#883.0383.038
Graphics#903.1923.192

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.7.2

Theme Interpretation
You use electric charge as energy, when you are charged (have energy), Lorentz forces apply to your ship. There are capacitors that hold and quickly lose charge even when not used.

Wildcards Used

Best If Used By

In-game resources lose value over time

Cutie

Add something cute

Discord Username(s)
misiak

GWJ Participation Level
2

Team Size
1

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

hiiii space cat!! (^u^)/

Sadly there are too few levels, so not all features are introduced properly, and the difficulty curve is too steep. The last level is wayy to hard (tho when I found out how to get to the cat it was pretty cool). Those energy fields are extremely harash! Once you are spinnig its game over. Its really sad that player cant break them, that would make the life much easier! And the power ups aren't really useful to be honest.

The controls are very hard, it of course needs getting used to, but i also think the ship should have a little stronger acceleration cause its near impossible to change your direction.

Its nice you added an arrow to the cat! Sad that it's .png and not .svg or something cause its really pixelated.



WHY DOESNT THE DEBUG MODE SHOW MORE JUICY NUMBERS C'MON AAAA >Δ<

thats all, byee

P.S: btw the first thing i did upon reading the instructions is shoot the cat :p

Developer

Thank you for the valuable feedback! The spin is due to a little bug and lack of one QoL addition that I invented after submission period. Level design also was pushed too late and there is no proper level that would leverage all powerups and mechanics, I admit that. The pixelated cursor though was a design choice (maybe a poor one, but conscious), as while game is pixelated and it looked somehow better than a non-pixelated one for me. But art was generally rushed, I was planning to coop with an artist initially but it didn't work out due to them having no free time that week :( Anyway, thank you for trying it!

Submitted

All cats saved! First game entry I've managed to finish! Pretty cool job!

Developer

Thank you for playing it :) I'm surprised as I've seen shorter games submitted to the jam, but happy that you finished mine :)

Submitted

This was an interesting take! Cool effects and controls, well done!

The VOD for the review is linked below, and will be available for 60 days: (did a 2nd take since I wasn't fully present for the first)
https://www.twitch.tv/videos/2858435184?t=0h9m27s

Developer

OMG thanks for streaming it! (voice in the background: "mom, mom, you're not gonna believe this, my silly little cat game is on twitch!") Thank you for playing it and for constructive feedback. I agree the SFX slider in options could have some feedback (and should - I just messed up the web export sound a bit, that's why levels don't play chilly quiet ambient music and that's why this sound effect for immediate feedback how the volume level is set is not playing...) and that objects in game that spawn powerups could have symbols of powerups on them somehow in addition to colors (I was initially planning to coop with an artist, but it failed so that's why the art in game is a bit rushed - I was learning how to do animated sprites on my own and stuff, and those destructable objects are basically Kenney's assets that I just swapped color palettes of to fit powerups - I think I'll add powerup symbols to them for the final post-jam update, won't look beautifull but should make more sense for anyone playing it in the future).

Submitted

I learned to be a bit more careful with my boost after being shunted off into deep space in the last level! Would've been cool to have some more levels and more reason to use the laser (I found myself not needing to use it). Loads of potential in the game! Also I loved the way the instruction text wasn't fixed to the screen, really felt like I was floating in space.

Developer

Yep, that's the way - if you gain too much momentum, you will need a lot of energy to lose it :) I had a more engaging level idea with mind, but didn't finish it in time - I suck at level design and this is the point I want to practice during next game jams. I wanted to make instructions part of the "world" and not the interface, it was a bit experimental, but I'm happy you liked it :)

Submitted (1 edit)

This was pretty cool of a game! It felt like I had a good control of my movement with the spaceship, which is surely hard to get right with momentum and all that. Nice job!

Developer

Thank you for playing and feedback! :) The momentum can be hard to control, I'm glad you worked that out :)

Submitted

using the lorentz forces to slingshot myself around the map was surprisingly satisfying. I definitely would have played more if there had been more levels!

Developer

Thank you for your feedback! I didn't manage to design more in time, but I'm still exploring this idea a bit and have 2 a bit different levels which will be uploaded right after the jam (don't want to leave something that was already started hanging if it's just 1-2 evenings of work more).

Submitted

This is very cute! The realistic movement was very cool (a little tough for me specifically but that's a skill issue more than anything else!). I found the thruster noise a little grating so I had to turn the sound down, but the game overall was very cute <3

Developer

Thank you for feedback :) I think I'll tune the volumes a bit (there is also music background in the levels, although it's not playing in this web export due to a little bug on my side), the rocket thrusters maybe are a bit too loud in comparison to the electromagnetic ones and laser sound (although with ambient music it should give a little different effect)

Submitted (1 edit)

Fun game! Challenging in a good way. I liked how you introduced the diferent mechanics slowly. And the cat is super cute too!!
Great job on the movement - it must've been hard to implement the physics @@
Sometimes going too close to the center of the field and being spun around (before the camera fixes in place and I get a game over) makes me pretty dizzy though.
A very fun game with lots of potential, great job!

Developer(+1)

Thank you :) I thought the tutorial with slow introduction would help despite only having like simple movement, powerups and fields, glad you found it useful :) The physics is actually just all Godot, so thanks to Godot devs :) Just force damping set to 0, gravity scale set to 0 for each object and regular apply_force and apply_central_torque to rigid bodies, Godot makes it easy to do such 2d simulations. The spinning is due to a little bug (oversight) on my part with applying torque though, sorry for that, I feel bad for not catching it before submission, will upload fixed build post-jam if anyone ever finds this game on itch in the future. Thanks for your feedback!

Submitted

Great work! Maybe I'm a bit of a simpleton but I really don't understand how to use the force fields, I always lose control of my ship almost immediately. But I found it generally pretty hard to control haha, in the first level that has the field I just ended up trying to go around the field but I overshot the cat like.. 3 times in a row :D so skill issues all around.

Developer

Thank you for playing and feedback! The rotation in the fields is a little bug (one of 2 I have already fixed locally, but won't update until the voting ends) - I hardcoded the point of force application, so it kinda works when your ship is mostly perpendicular or parallel to the radius of the field, but it can spin you like crazy if you are veeery diagonal or already spinning when entering... Will fix that in post-jam update, I had very limited time this month (same as you as I've seen from what your wrote near your entry), so I'm happy I was still able to produce something :)

Submitted

The realistic  movement was interesting after i got the hang of it and the engines of the ship changing when entering a  zone with gravity field is a really nice touch, the graphics are preatty good exept for the asteroids not beein pixel-art compared to the rest of the assets and also the sprites were preatty blured for me it may have been an problem with rendering in the project not beeing set to nearest as the default options of godod blur pixel sprites or it may have been something else. It's quite a bold and out thear movement sistem with the objects thet actualy pull on the ship it was defenetly unique and engaiging to get a handle on it even if a lot of the stuff theat was implemented wasen't used too much, also impresive theat the phisics were smoth and i didn't run into any bugs or crashes with it.

Developer(+1)

Thank you for playing and comprehensive feedback :) I went a little bit overboard with animations (I had zero sprite animation skills when starting and took opportunity to learn), there are actually 4 different animations for two engine types and their changing depending on your level of damage, however only technically as I copied the frames right now (only the ship sprite changes with damage, the engines are on separate layers). Asteroids are from amazing Kenney's asset packs, I sadly had no time and skill to create them myself, I should really work with some artist next time. I will try to set the filtering, scaling, etc. settings correctly for post-jam update, I rushed this game a little (had not very much time and wanted to learn a lot) and there are some hiccups (like level ambient music not working in web export). I still lack level design skill (although it's improving slowly), I plan to finish one "proper" longer level which will use all the objects and their properties (e.g. asteroids are not "pulled" by electric fields, but stations/satellites are) for the final update. Thanks one more time :)

Submitted(+1)

I guess the moust important parts of jams is learning and making something that work enough to be fun, cool or interesting to build upon, not necesaraly perfect in any way. I am alsow almoust completely new to level design and my aproach is prety much just tring out random ideeas undit it feels right and tweking along the way, alos i am also no artist so i just try to draw simple stuff  just by preaty much tring a bunch of ways to mix the pixels untill it looks passable and from what i know the moust importan parts of art in games is moustly about the artsyle beeing cosnsistent and readable not necesaraly beautifull. I alsow ending up sushing some of stuff in my game even if i had a lot of time to work on it and went for something i knew i could vauguely do. I like thinking about games and  giving feedback and i alsow had fun playing your game!

Submitted

I loved the physics you have how everything is moving in space feels like how space should be like hitting the rocks or meteors pushes all of them when I got to the gravitational thingy the camera started spinning made me kind of sick butt it was an awesome effect it is how it should be don't listen to the weak like me lol 

the art was also cool the no music makes sense as well gives the feel of space even more pretty good job

Developer(+1)

Thank you for playing and feedback! I know, if you try to move in a very specific way, the forces will spin you like crazy (and that's intended), but I'll think about adding a bit more camera movement damping in such cases for the post-jam final update :) A lot of art was taken from packs of amazing Kenney, I wanted to do a bit more by myself or collaborate with an artist, but failed to do so... Happily I learned a lot of pixel art due to that (the ship with all animations and the cat you have to saved were made by me, with the exception of cat face "borrowed" from a cc0 asset from open game art).


Thanks for pointing the lack of music! There should be one (similar to the one in menu, yet a bit more "action'y") -- it is some bug on my end, it works in editor and if I export an exe (just tried), yet does not work in web export... Will take a look at that for the "final update" as well, thank you!

Submitted

Cool game

Developer

Thanks!

Submitted

Really fun and also difficult but like fun difficult (yeah idk how to descirbe it). Great Game!

Developer

Thank you for playing and feedback :) Fun difficult was my goal :)

Submitted

I love how you implemented the rotation by spinning the screen instead of the ship. I had fun launching myself off the field the first few times also!

Developer(+1)

Thank you for playing and comment! I wanted to experiment a bit with this type of movement and camera, as it is a bit unusual I think. Originally there were no objects in the center of the fields, and you could spin like 20x per second if aimed correctly. The idea with the fields was to use them as catapults and "brakes", after the jam I'll probably push a version with more complex level that will use this mechanic more.

Submitted

I love how you implemented the rotation by spinning the screen instead of the ship. I had fun launching myself off the field the first few times also!

Submitted

This was really fun! Funnily enough, I've been working on a game outside of this jam where you rescue your cat from space haha.

Developer

Funny coincidence :) Will it be on itch as well? :)

Submitted(+1)

I do not know. My goal is to release it on Steam, but we'll see. I think we're at least a year away from the full release

Submitted

Fun game! I'm partial to the space ship movements as well, the game i'm working on with my friend outside of these jams has a heavy frictionless component to it. Good work on the theme too!

Developer

Frictionless felt more natural for me, I was afraid it would get a bit nauseating, but I hope I reduced that with camera movements lerping to player's position and rotation with slight delay. Will your other game be on itch? :)

Submitted(+1)

Yeah yours was pretty smooth, it was only disorienting at the center of the lorentz fields for me but I liked the mechanic nonetheless! There will definitely be a more polished demo later on as a 2.5D game, although we did already release a 2D version. It's called Sword of Damocles if you want to check it out, it's the one by P3pp3rSw4rm (download only unfortunately but there is a video as well)

Submitted

I really liked this one! I love how it has no friction and you have to control your ship having that in count, I love no frictioon on space :) (I could not make it in my game because of how it works)

Developer (2 edits)

It took me a while to find the force damping setting in Godot's project settings :) I liked your game and that it HAD friction, it was more difficult like that. It was a design choice for me to use no friction, plan was (and maybe is after the jam) to make more levels that would let you gain or lose momentum using Lorenz forces in electromagnetic fields (that's how particle colliders work, so those can be used for huge speeds), friction would not play well with that. Thank you for playing my game and leaving a comment!

Submitted

Really cool take on the theme! We had lots of fun playing it!! :D

Developer

Had few more ideas that were completely different, but I'm glad I decided to complete this one :) Thank you for playing and leaving a nice comment! :)