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A jam submission

S.A.M. - Scale-Adjusting MechView game page

Submitted by Krossa1 — 3 minutes, 59 seconds before the deadline
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S.A.M. - Scale-Adjusting Mech's itch.io page

Results

CriteriaRankScore*Raw Score
Theme interpretation#1343.4864.500
Innovation#1613.0984.000
Gameplay#1932.9693.833
Overall#1993.0984.000
Graphics#3652.3243.000
Audio#3901.8072.333

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/Krossa1/SAM

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Comments

Submitted (1 edit)

Nice!

Reminded me of Hamster ball.

Mechanics were pretty solid. I liked that the game gave hints upon failure. Also liked how different scales would give you different abilities. Checkpoints as well (Thank you)

I would have appreciated a Frame rate lock though. I know Vsync is on, but I prefer an actual user adjustable lock.

Levels lacked Colors and Brightness, Everything was just gray and dark.

Puzzles were super easy to figure out (for a platformer, that's fine).

Still, A polished game that just works


Submitted

A really funny concept

Submitted(+1)

Rate no. 15

The good stuff:
- I really liked the tutorial/help popups, that's a really good way to tell the player what to do, but I would have made it appear after failing like 3 times or something.
- The player model looks really cool
- Movement works nicely

The stuff to improve:
- It should not be a puzzle platformer. It's either one or the other (unless you know what you're doing). Like this, your game becomes a puzzle game with really annoying player movement, which just inflates the playtime for no reason. I think just sticking to platforming would have been the better option.
- Should have added more of those race levels, I really enjoyed that one and I think it fits more than the puzzles.
- Levels look really bland/boring, just gray everywhere. All I can say is: add more decoration. Windows worked decently for the earlier levels, and then they just sort of disappeared. Some ideas are: random overhangs, lines on the walls, different colored floors (white would probably work), some lights etc.

I made it to lvl 10, and when I saw that I needed to hit 3 buttons with the cannon I just quit cause I ain't doing that sorry.

Overall a decent game, needs some work on level design but a cool concept nonetheless (kinda similar to my game if I think about it).

Developer

Very valid feedback, I will keep it in mind next time. Thanks for playing and for the feedback!

Submitted(+1)

I really loved playing your game. I like the smiley face thing on the ball, the only problem is I was starting to feel a little bit judged when I continue to fail the same level for like the 30th time... That smiley face started to build a different meaning for me, a little bit of judgement and dissapointment on myself. Jk, It was a really pleasing experience (not the last level, at that point I really wanted the ball to stop smiling). Well, jokes aside, I enjoyed a lot the gameplay and I found really cool and interesting the cannon mechanic (i expected the level on launching balls was going to be quite repetitive to  charge it and shoot but it ended up being smoother and easier than i thought.) I also loved the emissive details on the cables and in the platforms, make a really cool look! GJ!

Developer

Glad you enjoyed it! I agree, some parts turned out harder than intended, good job for making it so far regardless :)

Submitted(+1)

I like it, I spent like an hour completing all the levels.

It is easy to understand and fun. It has a simple visual style, but for some reason, my PC heated up a bit.

I think the last two levels are quite large and a little frustrating.

There are some aspects I think could be improved, for example, the camera sometimes gets too close to the ball, which makes it hard to calculate the jump or know what you are doing. Also, when you are the smallest ball, the movement's sensitivity makes it difficult to perform more precise tasks, such as adjusting the barrel.

Developer

Thank you for your feedback! I was aware that the last two levels were definetly on the harder end but I tried to build up the difficulty towards them - could have probably made them a bit less intense though, you are right.
I was also aware of the camera issue, but I could not find an elegant solution where your camera does not go out of the map, thanks again for the feedback!

Submitted(+1)

Game was very well crafted and easily understandable.