agree with the other comments, just wanted to say this is more complete than the first thing I made with Bevy. Keep it up 👍
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Rinse 'n' Rotate's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #60 | 2.326 | 2.381 |
Execution | #72 | 1.628 | 1.667 |
Audio | #74 | 1.117 | 1.143 |
Overall | #74 | 1.605 | 1.643 |
Graphics | #77 | 1.349 | 1.381 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
You got something playable on your first stab at Bevy and game dev, that’s great already :D
It took me a little bit to understand that I get the points when the clothes hit the bottom of the barrel instead of the top. Maybe adding a little green bar there would have helped? Or maybe you could make the barrel slightly translucent and have a fully opaque cylinder at the bottom?
In any case, be proud of getting something done for a jam :)
I appreciate the words of encouragement, Jan! This game jam was, among other things, my time box to get something done. It would probably be fair not to even submit this prototype, but I wanted to see it through to the end; to my surprise, I got far more feedback than I expected, which made me quite happy 😊.
My main goal was to get a feel for Bevy and to catch up on a few Rust concepts, as well as to try and convey the gameplay idea I had in my head, even if it wasn’t very much.
As for the collision confusion, I agree that it’s not very clear. I had the idea I mentioned in another comment to address this, but I ran out of time to implement it.
I had actually planned around this UX problem; I even had a task planned for v0.0.2 to try and implement some sort of “cut in” view based on the shader passes (i.e. depth and normal prepass), but ran out of time to work on it before the deadline (definitely picking it up as soon as I get a spare day to figure it out).
Thanks again for trying it out and for the feedback 😊.
I appreciate it! While I was happy to have something that worked a bit, that got my concept across enough for some people to actually get behind it, I fully agree that it needs a fair bit of work, which I have planned; it’s just that I’ve run out of spare time, which I’m definitely fighting to get more of, to expand on this idea!
I appreciate the words of encouragement and actually trying it out, even though I haven’t even had a chance to set up the game page properly yet! I’ve got a good backlog of where I want to take this raw prototype, and I’ve actually gotten some feedback, which I’m pretty excited about. I’m definitely not abandoning this project, as it was mostly an excuse to get into Bevy / Rust development, which means I’ll keep hacking away at it as soon as I get a spare second.
I get a WGPU validation error trying to run this game on Linux + Firefox v128.0 (bevy bug). Using Chromium instead worked for me.
Not being able to see the cubes when they phase into the drum is unfortunate. Maybe they should trigger score when they hit the top of the drum?
Ooof, that’s a nasty Mesa compatibility issue, it seems. Thanks for bringing that up; I definitely haven’t checked the tracker to see if there are any browser-related issues I might run into.
I had actually planned around this UX problem; I even had a task planned for v0.0.2 to try and implement some sort of “cut in” view based on the shader passes (i.e. depth and normal prepass), but ran out of time to work on it before the deadline (definitely picking it up as soon as I get a spare day to figure it out).
I really appreciate you taking the time to both find the related browser issue and even switch systems to try out my obviously raw prototype, as well as suggesting a way to improve it. I honestly didn’t expect anyone to notice my submission, which I used as an excuse to spend time with the Bevy engine!
This is so cool, thanks! My main goal, apart from being able to tinker with both Rust and Bevy, was to try and communicate my gameplay loop concept, and now that I’ve gotten some feedback I didn’t actually expect to get, I can see that I’ve at least achieved that in some capacity. I’m glad you liked it!
As for the execution, someone else mentioned how difficult it is to judge when the “cloths” have fallen through the drum, which I assume is what you’re referring to. I’ll quote my response to them here:
I had actually planned around this UX problem; I even had a task planned for v0.0.2 to try and implement some sort of “cut in” view based on the shader passes (i.e. depth and normal prepass), but ran out of time to work on it before the deadline (definitely picking it up as soon as I get a spare day to figure it out).
But I’m incredibly happy to hear that you liked the concept and actually liked the kind of gameplay I was going for, even though it’s super rough around the edges. I probably shouldn’t have submitted it in the first place, but I figured I’d already joined to try and learn the engine and language, so why not; “after all, it’s probably not going to be noticed by anyone anyway” 🤭 I’ll definitely keep working on it as I find the time.
Thanks again!
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