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A jam submission

Cutter ChaosView game page

Throw the Blade. Cause Chaos.
Submitted by Ansh Raj Darshan
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Cutter Chaos's itch.io page

Team members and roles
only me

How did you interpret the themes?
I use the following genres and sub-genres in my game to match the theme "Genre Collision":

Ball breakdown – the cutter uses physics-based bouncing and movement.
Platformer – the core player movement and level navigation.
Bullet Hell – enemies attack the player with patterns of projectiles.

These genres collide together to create the main gameplay loop of Cutter Chaos.

What are you entering?

Game only

Engine and tools used?
Unity

Road to GDC

N/A

I am not entering this prize track

Bezi Challenge

Yes

We used Bezi and want to enter the Bezi Challenge

Synty Challenge

N/A

I am not entering this prize track

Which Synty assets did you use?
N/A

CrazyGames Challenge

Yes

Enter my game in the CrazyGames Challenge

Fan Art Artist
N/A

Fan Art Process Video
N/A

Where can we find your Fan Art?
N/A

Submission Confirmation

I have read the Bezi Mega Jam rules
This submission was created during the jam period
All team members and contributors are listed
Third-party assets are credited where applicable

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Comments

Submitted

THIS was as awesome game!! Loved it from start to finish. Congratulations

Submitted

This was a solid game. You somehow combined metroidvania platforming with the disc throwing mechanic, something I was strugling to do with my project. Good job

Submitted

Very fun to play. The game is well polished, and the controls are simple and enjoyable. GG!
Feel free to try our game, we want to turn it into a commercial version and we need feedback.

Submitted

Yeah this game peak, and I think I'm the LeBron of this.

Developer(+1)

Please stop rating game without playing it 😭😭😭😭😭


Submitted

Absolutely lovely! Feel like it is quite hard tho, other than that, it is amazing! Love the retro artstyle and the arcade sound design, really fun gameplay!

Developer

Thank you glab to see you like it πŸ™

Submitted(+1)

Also had the aim go off to the right like the other said, but overall excellent game, I would love to sink some more time into it. I really love the pressure and anxiety involved in trying to quickly retrieve your cutter on some of the levels so you can shoot faster so it gives replayability because you have to use platforming tools while the terrain and goal is constantly changing due to enemy projectiles and wherever your crazy cutter is bouncing to at that moment. 
Great job!

Submitted(+1)

The way you interpreted the theme was great man!

Submitted (2 edits)

Now this is some classic arcade chaos, lots of fun! Nice clear cut graphics and really clear cut mechanics. And it just nails the old-school vibe too.

I find it very interesting how this game subverts the expectation of being like old quarter swallowing arcade games that require intense precision and dodging as much damage as possible. Instead, there’s a focus on how inconsequential damage actually is. I found myself gladly trading damage constantly, in exchange for killing an enemy more quickly or rescuing the cutter from spikes. For several levels I happily stayed right on top of the spikes because of how slowly they kill you, compared to the instant kill if the cutter touches them the damage cost is nearly nonexistent.

One thing I did find issue with is that my aim seemed to constantly list to the right, even if I used the slow aim and made sure my sightline was pointed dead straight up, the ball would still fling at a more sideways angle, usually to the right.

Submitted

fun and simple in a good way, with movement polish or advanced tech it could be cool, because i enjoyed jumping around and throwing death frisbees in slow motion, for sure

Submitted (1 edit)

Very satisfying and impactful audio and visual design. The blocks  changing colour under touch is one of several little details that makes the game a lot stimulating than you'd expect from such a simple art direction.
Good choice in music.

Alas, too liberate use of instant death spikes for my taste. Despite many, many, many honest attempts, I could not procedee perticularly far before I hit a wall.

Developer(+1)

Thank you for feedback for completing spike levels you need to catch the cutter before it touch spikes...

Submitted(+1)

I figured that much out - alas I'm just not fast enough to do it relyably.

Submitted(+1)

Amazing game, it was quite hard but i liked that. Definetly visuals could be better, animations, sounds, more feedback when hiting and enemy. But overall loved how chaotic it gets sometimes.

Developer (1 edit) (+1)

Thank you for the feedback... yeah i had planned for more animations , SFX but can't add it in time...

Submitted(+1)

So fun! Love the slow-mo aim mechanic - holding LMB to aim then watching the cutter bounce off walls to hit enemies is so satisfying! Having to catch it again adds great risk/reward. The double jump + physics bounces make every throw a puzzle. Made in 3 days is impressive! Really addictive chaos! πŸ”ͺ

Developer(+1)

Thanks XD