Play gamecursorOS's itch.io page
Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Really cool game, nice music, elegant visuals. It was a bit difficult to control though, I couldn't tell when the cursor was gonna jump. Very nice, quirky little game though! Great job and can't wait to see what more you are gonna do!
Thanks for the feedback! It’s much appreciated! Mouse sensitivity was a large issue that I only noticed post jam, which makes clear to me that I need to make more time for play testing. Thanks for playing!
I think this is a cool idea but there are a lot of things about the execution that perhaps may need fundamental fixing since the controls end up being very chaotic and difficult to control.
Very neat take on the theme and I think the game would be a lot better with some more polish put into it :D
Thanks for the feedback! Mouse sensitivity was surely a huge issue that I noticed post jam. Thanks for playing!
Interesting, but I felt the gameplay was very one-dimensional. Controlling the mouse character with your mouse is a cool idea, but the level design felt random and chaotic. There seemed to be no order to it, and I never felt that I was learning as a player. I do like the aesthetic though :)
Thanks for your feedback. I totally agree about the levels. I thought they looked nice in the development process, but after the jam I noticed that the levels often fee very cluttered with desktop applications. I also need a lot more play testing, as it totally went over my head that different players have different mouse sensitivity. Once again, thanks for playing!
Its a really concept, and I dug the aesthetic, especially all the little icon! I did have some problems with mouse control, however. I found it a little frustrating, especially when you needed to perform precise jumps, like in level five. Also, the screen wrap doesn't work when there's an enemy on the opposite side, as your character ends up running into the enemy because your cursor is still on the other side.
Other than that though, it was pretty fun. Nice job!
Thanks for your feedback!
Ok, so I have lots of mixed opinions about this.
I feel like the idea for the game is a very common idea, and something that will be overused too much, but that being said, yes it is a common idea a platformer with no keyboard, its the way it was executed, using your mouse to sort of lift it up and throw it, it both makes for a great and challening as hell game, the music and art fantastic, there are a couple of bugs when using webGL but its still great and its not your fault.
I give it 4 out of 5 stars!
Really nice game, good job! :)
Thanks for playing, and even more so for the feedback!
It was a really good game, hope it landed the top 10.
be proud of your self.
and btw your game has the best art I have seen in the so far
I like the take on the theme.
The graphics and cohesive and the first 2 levels show how the game works.
Music was a little bit repetitive, but its fine for a jam game.
Maybe difficulty curve was a little bit too hard for my mouse sensitivity.
Overall, solid entry. Congrats!
Thanks for playing!
Cool game; definitely fits the theme, and I'd love to see a more fleshed out version of the game, especially if you can make it feel a bit less twitchy.
Thanks so much for playing!
Good idea but could use some polish. It gets very frustrating that the character doesn't respond as quickly as you move your mouse - and there's an inherent disconnect because you're not actually moving your mouse to move a mouse-like character. Maybe add something to visualise that floaty delay like a string?
Thanks for your feedback!
I think the game was cool. The music got very annoying though, had to mute that quick lol. I think the controls were slightly difficult but not egregiously so. The game looked pretty nice too.
Pretty good overall, I like the concept and the execution. Controls were a bit finnicky on my mouse, but that's probably due to my settings rather than the game itself.
Also it seems Blender's interface isn't the only thing actively trying to kill me
Thanks for playing! Totally didn't think about how different people have different mouse sensitivity until the jam ended sadly :(, and that's exactly why the Blender icon kill you! Ding ding ding! You win... a digital high five!
The concept is very good, and the graphics do the job very well. The one thing I would put more efforts in, is in the design of the levels, some of them are pretty straighforward, some of then are fine. Overall, very good game!
Good point! Thanks for playing!
Neat concept. I think it might also work well on a touch screen just swiping in motions. I found it a bit fidgety with my mouse sensitivity. Those blender logos are my bane.
I can see how touch screen would be interesting. Yeah, totally forgot while making it that different people have different mouse sensitivity :|
Okay so the concept and execution are very good, The presentation is top notch. However, In my opinion, What lets you down is the level design. As an example there were multipls examples of text appearing half on the white background(good) and half on a black level object(not as good). Also I was not always sure if i beat the level or if it just ended. Apart from that i found your game really interesting
Also, I got a little chuckle out of the blender logo killing me because that's how i feel whenever I open that complex ass program.
Thanks for your feedback! Looking back on it, I'm not a fan of the level design either, but I'm not sure why text was on top of black for you?Make sure you click the itch.io transparent full screen button, and not the blue one. Also, that's exactly how I explained it to a friend on discord, when it came to why Blender killed you.
Just some advice, I think that issue is cause the unity internal resolution for WebGL Exports is 960x600. I'd advice changing the Unity Canvas setting UI scale mode from "Constant pixel size" to "Scale with screen size" so it's the same regardless of resolution an aspect ratio. It's basically magic and I don't know why It's not default. Also, run your game in whacky resolutions and aspect ratios to look for misbehaving HUD elements. It really fixes a lot of your players HUD issues regardless of what monitor setup they have
I changed the Unity Internal Resolution, and I did exact that but via code. Sadly it actually ran in void Start() and not void Update(), so it only actually works when the game first starts. :(
very interesting concept, and nice execution. movement feels smooth
Interesting concept would be perfect for mobile I think, It reminds me of sling knight
Thanks, and I've never heard of sling knight. Not sure how I would set it up for mobile, but I'll think about it.
I liked it, it absolutely requires you to adjust the sensitivity of your mouse, but the idea is cool, and it works, and it is very frustrating
Yeah, totally forgot that other players would have different mouse sensitivities!