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A jam submission

Full ControlView game page

Control your characters exact movements in real time 1 on 1 fighting
Submitted by gtauch — 3 hours, 15 minutes before the deadline
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Full Control's itch.io page

Results

CriteriaRankScore*Raw Score
Determination: You clearly challenged yourself. Not an easy game to make.#152.4422.600
Personality/Narrative: Characters, dialogue, plot, and other story elements.#171.3151.400
Gameplay: The game is fun to play and engaging.#171.6281.733
Game Feel: Feels good to perform actions. Controls responsive and satisfying.#171.4401.533
Emotion / Mood: The game has an emotional impact.#171.3151.400
Environment: Art, level and enemy design, placement and pacing of challenges.#171.6911.800
Overall#171.6521.758
Originality: Your game presents very fully original concept.#172.3172.467
Theme: The game creatively uses the Jam’s Theme.#181.0651.133

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Sources Cited
from unity's third person core template i used the character models as well as the walls and flooring

Your Name (Required for CSC 355 Students only)
Grant Taucher

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Comments

Submitted

The game was off theme and didn't have any clear objective. I was able to figure out the controls after some trial and error, but the lack of friction between the player and the ground made it impossible to walk other than by using some weird glitches such as holding w, which eventually makes you vibrate over to the enemy and kick them. Additionally some of the physics seemed bugged, as the player kept flying to the left and clipping out of bounds whenever I bent my knees.

Submitted

The controls were very complex, and I don't think the game had much of a ruin theme. But it was still very unique. I managed to wiggle the character across the floor and land a punch on the opponent once before falling over, so I think that is a win.

Submitted

I couldn't figure out the controls exactly but the game looked pretty well done and I was impressed with the leg control from what I played. not exactly sure how it plays into the theme but other than that good submission.

Submitted

so my computer was unable to run this for some reason it kept whiteout windowing the program and i was forced to close it.

Submitted

so my computer was unable to run this for some reason it kept whiteout windowing the program and i was forced to close it.

Submitted

Unfortunately, I was not able to get this game to run on my machine

Submitted

Was unable to play unfortunatly, tried to import to my own unity and was unable

Submitted

I couldn't open and test it.

Submitted

I think that this could be a good off direction game that's similar to QWOP but not exactly the same. I'm assuming this was supposed to be a QWOP version of a fighting sim but didn't quite get there in the end. Honestly I did find the movement of the models quite interesting and funny to interact with, just wish the objective was implemented better and the movement was quicker. Side note, not really sure how this was supposed to follow the theme at all.

Submitted
I think there's the kernel of something super neat here, but it just didn't quite seem like the game was there yet. Some of the mechanics were there. It also felt SUPER slow on my machine - maybe I run a weaker graphics card and wasn't pumping out as many frames, but it took about 3-4 minutes to get over 100 pts. This has a lot of potential in a Totally Accurate Battle Simulator or Goat Simulator kind of way. I also kind of wish the other guy either fought back or tried to evade.

Once I figured out the "pattern" for left/right extend/bend, the controls were clunky but mostly in a QWOP kind of way, instead of a seemingly random kind of way like it felt at first.

Also like one of the other reviews mentioned, this didn't seem to fit the theme.
Submitted(+1)

I'm not sure what you need to do with this one. I did kick a man, which was fun. 

Submitted

Very interesting concept for a game, having to control all the different components of a dummy. Although the controls are something else. There not fluid with them being spread out across the keyboard, which makes it difficult to move, the movements also a bit slow. Once you hit the dummy it just falls over and is awkward to attack. I think it would have been a cool idea to implement this with some sort of platformer to make it extra hard.

Submitted

The controls just did not feel good, I understand you were going for a game like QWOP, it just was not fluid at all, and it was off theme. 

Submitted

I was fighting myself more than the dummy.

Arms feel super slow maybe make them quicker :( best way to knock over the dummy was where I got the character to "slide" into it. Felt cheaty though.

Not sure what this has to do with the theme though.