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Redface - Jeff & Beff in Chaosland's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #226 | 3.643 | 3.643 |
Audio | #239 | 3.393 | 3.393 |
Fun | #381 | 3.321 | 3.321 |
Innovation | #399 | 3.214 | 3.214 |
Overall | #443 | 3.232 | 3.232 |
Game Design | #550 | 3.143 | 3.143 |
Graphics | #949 | 2.679 | 2.679 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
Game is filled with chaos. Lights, Music, Gameplay, Story, etc... All the levels and events are designed to stress the player and add even more chaos.
Did you write all the code yourself and made all the assets from scratch?
Yes. Music is made in co-operation with Oliver Nicus. Instagram @olivernicus
Comments
I loved the music, but the third level was veery frustrating. The art is nice, although I think the character and shield sprites don't fit the background sprites.
Cool game! It remind sme of the game Just Shapes And Beats. Enjoyed it:)
love the music, the idea overall is quite interesting and would be really cool if refined a little more. but great job for the game jam entry
Loved the music, I think you should make more music for the different levels. It felt a lot like Just Shapes and Beats. The ice spikes were really tough to avoid, maybe a bit too tough, it felt like I needed to get into the perfect spot in order to dodge everything thrown at me. The background was also a bit distracting. The game is very impressive, though. I think you did really well.
I just finished rating your game, and here is my constructive criticism as promised. I think there are a few elements to the game that need to be revised and a few others that need to be embraced. I'm going to start with the things that need to be improved, and move on to the things that should be embraced.
For starters, the game could provide the player with more feedback to let them better interpret what is happening in the game. Things like sound effects, death animations, and highlights are all necessities when it comes to building a game. The player should easily be able to tell what's bad and how much time they have to dodge said bad thing. Yes, the tutorial shows players what to look out for, but you know you have a good system in place when a player can play without looking at the tutorial and know exactly what is bad just by looking at it. For example, most zombie games aren't going to say "Hey, avoid the zombies, and kill them if you can" in the tutorial, because players should be able to work this out for themselves. Changing your colour palette and maybe doing some animations to turn the lines into lasers would do a great job of communicating this to your players.
Speaking of which, you should revise the colour palette that you used in the game. Make sure that every individual element pops with as little effort as possible. Choose maybe 3 or 4 colours that stand out from each other and use them throughout the majority of the game. Purple does not stick out in front of blue, but orange certainly will. A good example of this is SuperHot. They only use 3 colours in the whole game, but that's all you need to identify exactly what you need, what you can interact with, what to avoid, all while having every colour visually distinct so that nothing in the foreground or background is getting confused.
Don't move the camera around like you did in the 3rd phase. It's nauseating. You can add maybe a bit of screen shake and use movement in other ways, but I straight up got a headache trying to play that level. If you really want to keep it, find a better way of doing it so that it has the same effect on the gameplay without being nauseating.
Finally, you should really do more with the player's companion that they are trying to save. I didn't play to completion, because I seriously couldn't handle that 3rd level, so I'm not sure if that character does get a use further on. But if you didn't, it was a serious missed opportunity. Being able to interact with them or use their electricity to fight back could have given a more unique and interesting play style to your game that it could really use to stand out from the other games in this jam. Maybe the player should be forced to stay within a certain distance of the companion to get some kind of bonus. You'll have to do some trial and error to see what works, but having that extra character without incorporating him into the direct gameplay of the game just feels like a wasted opportunity to me.
I hope this feedback helps. If you have any questions, or any concerns, don't be afraid to bring them up :)
Thank you very much for your deep analysis!
Most of the things I think are due to a fact that I got only 5 days to make this game and I needed to make a lot of compromises to be able to get the game out. Still I am happy that you gave me so many valuable suggestions for improving the game. :)
The companion currently just drops shields for the player. At first I wanted to go waayy more chaotic with the companion.. You had to control both of the characters at the same time... It was a fun idea but I abandoned it pretty fast because I noticed you would need extraordinary good reflexes and concentration to be able to master them both. However I did not want to leave another character out completely. At first he just wandered around the screen and blocked balls. I was thinking that it would be to easy so I left that ability out. Instead I made him drop shields...
The rotating level is very short. I encourage you to try again. The next level is more stable (but chaotic in other ways) and after that there will be a boss fight. ;)
A unique concept and fun game. The game is difficult a bit but I guess that's what makes it fun to beat (like super meatboy). I didn't appreciate level 3 though, for a person with motion sickness that level was night mare to go through and I almost gave up after a couple of tries. If you plan to expand the game post jam, I would suggest working on game art a bit. The music was fantastic and matched the mayhem. Overall a fun game, enjoyed it quite a bit.
Thanks for playing! I was thinking the same when I made the rotating level. It was a tough decision... Should I abandon the whole idea of rotating level or change it somehow. I wanted to add more chaos to my game. That was sure. So I included a shorter version of the level and decreased rotating a bit... You know, I had plans to even rotate the level fully upside down... But actually it felt a bit too strange.
Yea! I need better art. I am not an artist but I do love making games. :)
Great game concept, fun experience. The music is fantastic! Although game itself is really challenging and satisfying when you manage to beat every level. Good job, nicely done! :)
Agree with the previous commenters, the difficulty is a little too high. Maybe give a little more time for the player to react? Nice job otherwise, the art is cute!
Thanks! I guess I need to make a few "tutorial" levels at first. All the lasers guns etc. repeat their cycles the same way each time. I guess the idea of games like this is to memorize the pattern and avoid obstacles according to what you have learnt earlier. The problem with giving player more time to react, is that it decreases chaos. ;)
Fun fact about this game is that I let my friend playtest the game before submitting. It took him a few tries to get used to the controls at level 1 but after that he finished the whole game on one go...
"It's ok, but the game is too easy", he said xD lol
Nice game. Had fun playing it. It fits the theme well and has nice music too.
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