Good game, nice to play
Please check our too: https://itch.io/jam/gmtk-2019/rate/461656
| Criteria | Rank | Score* | Raw Score |
| Adherence to the Theme | #396 | 4.217 | 4.217 |
| Overall | #451 | 3.860 | 3.860 |
| Design | #462 | 3.681 | 3.681 |
| Originality | #714 | 3.681 | 3.681 |
Ranked from 69 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Good game, nice to play
Please check our too: https://itch.io/jam/gmtk-2019/rate/461656
Great visuals and game feel, and the controls would be improved if made more consistent, as right now it seems a bit too hard to me. Would totally see it as a (easier) casual mobile game!
Really great game feel. A bit too tough. It's hard to get this one more try kind of feeling if you die right away almost everytime. But I did get the hang of it and the colors help a lot (good idea!). All of the diagonal gaps you have in the game are pretty thin. A mix between the tough thin ones you have and much more wider ones would have been better for learning the game ,i think.
This is a phenomenal game, addicting and easy to learn. As others have said - would make a perfect mobile game.
If I had to make one suggestion: At least for learning how to play, a tracer line indicating what angle the ship will make as you're charging. I get that the idea is to die a lot up front until you get the hang of it, but I felt that it was a hair too punishing at first because the speed/angle changes continuously, but there is a step change in color. So I found myself trying to correlate the yellow ship color to a 45 degree angle to make it through the gaps - and that's not how it works.
I also tried playing with multiple input devices (keyboard vs mouse) and found the game played significantly differently. On a mechanical keyboard, the 'default' ship speed was slower because a button press takes longer than a mouse click. I'm guessing this is just a product of the way it was coded. That's one reason i think this would go well on mobile, because it could be tuned for one input method (touch)
I think you're on to something here and would certainly pay money for an expanded version of this game. good job!
:D
I made a little video compilation of games from the game jam and you're in it : https://www.youtube.com/watch?v=-mJWndlAIwk
Core loop and aesthic are a strong hit. Even tho the game control seems obvious, it take a long time before you acomodate to it, that why the game feel unfairly hard. As a mobile game it have big potential, but idk for wich auditory. Casuals will hate it, hardcore players usually dismiss mobile platforme so i think mid-core players are your best bet. Good luck with that, hope you will polish and release it someday.
Addicting game with unique mechanic. I love the visuals as well as the controls. It felt super hard at first but it's enjoyable after I got used to it.
This is a perfect arcade game: it's instantly obvious how to play and what the objective is; the aesthetics are charming and show exactly what each object does; and the game gives you amazing feedback. With some more level set pieces this could easily be a mobile hit. Amazing job, one of my favourites from the jam!
was totally confused by the drill not drilling at all, also think the difficulty should be getting higher with time... maybe it's just me, but it seems very very hard. LOVE the visuals and design :)
I totally agree with all your points! I'll have updates coming once the game jam is finished judging that will address the difficulty issues, whilst still giving an option for those that want a touch challenge. Also, thanks so much for the drill feedback, I have another power-up planned which makes DrillBit into a block breaking super drill :)

The feedback the game gives you is insane, the sound work, the screen shake, well done for achieving this in such a small period of time! id definitely play this on my phone if i was bored.
Looks and sounds really good, but holding the input to move slowly is really counter-intuitive.
Thanks so much for the feedback! I totally agree, I ran an experiment with the controls inverted and it's much more intuitive to control. I'm thinking of releasing an update once the game jam judging has finished with an option for "easy" and "hard" controls, that way users can pick their challenge a little more.
Game is quite interesting and overall visuals/audio are great, but the main mechanic needs more polish to feel satisfying enough.
Really solid visuals and overall asthetic. I like the main mechanic but it can be difficult to gauge how slow my drill will be move based on just how long I hold the button.
Nice game, with great sound effects. I think the most important thing to add would be a preview vector for your move path.
Really enjoyed the graphics, can see this becoming a great mobile game :>
Thanks so much for the feedback! You're totally right of course! I simply ran out of time for quite a few things, difficulty balance etc. :) I'm actually planning an update to DrillBit after the game jam judging has finished, and I have included a super drill pickup on your recommendation, thanks so much!

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