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A jam submission

VoidView game page

Submitted by Elisa Russo — 53 minutes, 38 seconds before the deadline
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Void's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#14.0004.000
Gameplay#23.0003.000
Graphics#34.0004.000
Overall#43.0003.000
Theme#43.0003.000
Audio#52.0002.000
Overall#53.1673.167

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme

One minute

One minute

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Comments

Hello there, I'm talking for all the team "We need a prog". We assume that bullet points will be more easy to read and to understand.

Let's start with positive aspects: 

  • The game is artistically coherent: simple but pleasant to watch
  • The displacement mechanic (which is not related to the cube rotation) is pretty interesting: Moreover, it's the main challenge of the game, supported by reactive and fluid inputs.
  •   The game is polished: there's a pause menu (even if the buttons don't work well), highlighting buttons when mouse comes over, a death animation, a good lighting atmosphere (the objectives look different from the player, thanks to the wave animation, and so forth) and the recording of the score, after we close the application.
  • The player can play on a keyboard or a controller
  • Variety of level design (10 different observed) which means good replayability

Now, let's talk about the negative aspect:

  • The game isn't really original. We've seen lots and lots of scoring games which are timed, and we have to catch balls, and so on, and so forth...
  • There is some problematic and game breaker bugs: like for example, the score sometimes don't record at the end of a round, and it can ruin an high score.
  • This game wants to be competitive, but the random generation of maps (which have unequal difficulty) scews the score. From map to another, the player just suicide in order to find an easier one, to make an highter score.
  • Some maps have a complicated level design, which push the player to play more slowly, so it means less points. On the contrary, other maps, with larger spaces are easier. There's a problem because the (high) score doesn't consider the map where the player played. 
  • There's some lacks of feedback here and there, like when we catch some balls
  • There's lacks of signs too: when a ball is about to disappear, or to appear. 
  • Finally, the color of the ball can be associated with some score stuff (For example, "x2" sign is yellow, like the color of the ball, and it doesn't seem to be relative).  

In conclusion, Void is a quite good game, fluid and polish, but with his load of bugs (like in every jam), and a lack of originality (despite an innovative displacement mechanic).

Submitted (1 edit)

Here are the positive points of the game :

  • The visuals are globally nice and polish
  • Efficient stripped-down style
  • There are a lot of different level design
  • The world rotation mechanic is original and well-designed
  • Sensation de maîtrise après quelques minutes de jeu
  • The player feel that he has mastered the game after a few minutes of gameplay, it is easy to take in hand.
  • The light give a nice atmosphere
  • The game is not buggy
  • The logo VOID is great

Here are the negative points :

  • The game is more or less empty
  • The different Level Design are not balanced : some are really easy where other are really tight
  • The majority of the LD are not interesting
  • The life time value of the game is small, there is not so much depth
  • Small lack of feedbacks (rotation of the player, particle effect on the collectible...)
  • Quickly boring without growth of difficulty and challenge
  • changement de rotation random peut donner un sentiment de difficulté unfair
  • The random system of rotation change can be unfair and make the player feel frustrated
  • Parfois difficile de se repérer (niveau distance par rapport à la profondeur d’un mur)
  • Sometimes it’s difficult to see where the player is exactly (because of the walls and the perspective)
  • Passages are too tight in a few LD
  • The yellow orb has no interest compared to the blue orb. The blue is giving extra time, points when the yellow just slow down the time. Adding time and point is better for the scoring, the player will go on the blue one first.
  • The yellow orb is not really interesting in term of system mechanic. It is less important than the blue one and don’t offer a real interest in the game. Maybe other mechanics could have been better to add in the game before the yellow orb (for example, lasers beam that could block a passage and kill you. Or round shaped walls that could move. Or walls that could rotate).
  • The Sound Design is almost inexistant
    • The main music is not looping well

How could the game be improved :

  • Sound Design is simplistic, could be improved (Adding a lively rhythm could be nice)
  • Adding system mechanics, other orbs and maybe events
  • Maybe adding a sign which announce the next direction of rotation
  • More juicy ! In a simple game like that it could improve the game feel. Maybe feedback when you collect an orb or a power up
  • More and more system mechanic. It is necessary in a game with few mechanics