its actually nice
Play game
1mpulse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #526 | 3.606 | 3.606 |
Overall | #577 | 3.739 | 3.739 |
Originality | #679 | 3.702 | 3.702 |
Adherence to the Theme | #716 | 3.910 | 3.910 |
Ranked from 188 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Part of me really wants to believe the shaders in this were created in the 48 hours, but the other part is really hoping you found them online because I need to study them, lol.
Considering this is what your team pulled off in 48 hours, I think you definitely need to continue this project, I expect amazing things from it.
If you get the chance, please check out our project! https://itch.io/jam/gmtk-2019/rate/462807
Amazing graphics, very good job for this jam! you have to continue working in this project.
I love the diversity of colours, it's trippy. Great job :D
I also made a little video compilation of games from the game jam and you're in it : https://www.youtube.com/watch?v=JLyp4qxT7Uc
The graphics are very weird, but in a good way. the gameplay is also decently fun, but it gets boring very quickly. this is mainly because there isn't a lot to do. the ship feels more uncontrollable in some cases than in others, making controlling the direction a bit to hard. the game controls very well however, but takes a while to really understand.
overal, it's pretty good and very creative.
Thank you for the feedback, much appreciated !
We hate those kind of tutorials and wanted something in game to make it more easy to learn, but 48h is not a lot of time ^^ So better that than nothing !
You need to aim carefully because planet attract your ship so if you aim for the center, as you said, you're screwed ^^ But we need to make it more easy to avoid, I agree ;)
And yeah I know about the battery problem, it's on my ToFix list ^^
A very cool game.
I really liked it! The only thing: I think it’s a little difficult to concentrate on the screen because of such a bright background and UI.
I will be glad if you can take a look at our game. We actually have same name: https://itch.io/jam/gmtk-2019/rate/460954
Love the concept of the one button puts you through many different states and the one you get depends on when you let go, but don't hold it too long. Hold briefly for a utility mode. The visuals and sound are fantastic as well, really pulls you in. That tutorial though! It just went on forever and I was already forgetting what the previous screens told me! Might find a way to split it up and mix it in with the gameplay.
I really liked the game mechanics, even the limitations are well thought, although the game sounds like hundreds of mobile games (that's why I gave 4 stars on originality), and i found the battery recharge mechanic very unclear, therefore a detriment for the design, as it was the monotony of the game. My advice to fix these two problems (if you intend to) it's 1- to color things that recharge the battery the same as the battery icon, also some kind of "recharging" effect around those element would help 2- to generate casually the enviroment, after a couple of games you can already forsee many things, and to me it would be much more important to master the mechanic than to master the "map" 3- its a one button game, why did you put in the tutorial?
Thanks for the feedback !
The recharge is probably unclear for multiple reasons, there is a bug preventing you from recharging and the feedback when you're in orbit isn't clear at the moment. So still some things to tweak.
About your advices :
1 - Feedback for the recharge is something we thought about, but with timing/production constraint we couldn't put it in, or as good as we wanted. Hopefulle we'll have some time to fix that.
2 - This is something we want, but hard to do in a 48h period. We went on a fixed map because we could focus on other things. But we are going to work on it.
3 - Because even if it's a one button game, the design of it is much deeper (impulse meter, recharge system, orbit around planets, ...). And also we wanted to make an in-game tutorial because it's better than text, but again 48h ^^ So maybe it'll come later :)
I really liked the effects you have created for this game. But unfortunately due to the game's controls and balance I didn't enjoy the game as much as I enjoyed it's graphics. It would have been more playable if the number of pulses were unlimited.
Hi, thanks for playing. If I agree with that our game could use some balance tweaks, I'd disagree on unlimited impulses as it would remove some strategy, some depth.
With limited charges, you have to orbit a planet to charge, slowing you down, loosing some time for the nova to catch up. It serves the gameplay, the art and the narrative. For me it's a core mechanic we shouldn't touch too much.
More planning, less spamming.
It's ok to have some bugs!
Now that I know how the game actually works! I would have liked to be able to see a longer distance, it's very hard to react to fast moving meteorites even when I was spamming space to slow down time. There isn't enough time to charge impulse between the meteor entering the camera and reaching me.
Also I noticed that the ship spins a little too slow. The nova start before the game gives me any chance to start towards left.
Hey,
Yeah the game really need a "real" in-game tutorial I think. We tried to add depth with the way you can get back charges, still using only our one button for our only one ship-system (the 1mpulse drive). But it's not obvious to understand how it work, we need to improve that.
Thanks a lot for your feedback and for taking the time to try it again, very much appreciated.
Cheers.
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