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A jam submission

Control FreakView game page

You gotta lose control, to gain control!
Submitted by Kurt Plouf — 1 hour, 46 minutes before the deadline
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Control Freak's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#30162.6093.500
Overall#40802.1622.900
Originality#42522.2363.000
Fun#45421.8632.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
While your buttons are placed on objects, normal actions like jumping will be out of your control!

Did your team create the art for this game during the 48 hour time slot?

No

We used pre-existing art

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

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Comments

Submitted

Oh that controller is so cute! I was running into an issue climbing the first pole. I could get up there, but couldn't figure out how to get past it. I hope you continue work on this project, it has some great potential! :) 

10/10, wish there was more levels so I could play even more. Very interesting game mechanics which, if done right, could be a very interesting puzzle game. Found a few bugs here and there but it never took away from the overall experience, in fact it improved it if nothing else since it made me think of other ways to solve the puzzles. 


Great work!

This game really make you FEEEEEL like a game controller


In all seriousness, I did enjoy my time playing. Here are the things I most enjoyed:

The character design is simple, yet effective for quickly showing the player their remaining resources.

The music is catchy and fit the factory/warehouse aesthetic of the course. 

The animations on the barrels are expressive and communicate their explosion effortlessly. The other animations weren't as expressive, but got the job done in terms of communicating purpose.

The puzzles did a good job at demonstrating what you could do with the game mechanics. They were simple enough to keep me from getting stuck, but difficult enough to keep the game from being easy.


Now for the things that I think need some work:

The controls were decent. I felt like I was in control of the character at all points except for when throwing/placing buttons. I feel as though the game would benefit from allowing the player to select a button with a UI preview of the selection they've made before releasing the trigger to perform the action. A lack of indicator had me throwing buttons constantly until I landed on the one I wanted. I know the buttons mapped to the D-pad correspond to the face of the playable character and the action buttons on the gamepad, but I found that rapidly throwing buttons was far quicker than checking my gamepad or turning the character/camera for button references. Remember that players will almost always go for the more quick/efficient method, regardless of whether or not you intended it.

The game could benefit from dialogue in the first few sections of the stage. Just a bit of text explaining the controls and how the central game mechanic can be used to solve puzzles. I already knew what to do going into this, but I could see how someone else could be confused if they were to attempt this without reading the game's description.

Aside from these small details, the only other fixes I would implement are related to bugs that appeared throughout my playthrough, which is to be expected in a game jam submission. Either way, I'll list a few things I've found in case you'd like to fix them and work on this game some more:

- Barrels sometimes won't move on conveyor belts

- One of the large barrels at the end can explode without triggering a wall collapse, leaving you softlocked until you reset

- I was able to walk underneath moving platforms. It only happened once and I couldn't replicate it after a reset

- A restore point didn't return my buttons, so I was stuck near the first conveyor belt section until I reset the game


Anyway, excellent game. I'm happy to see you submitting to game jams. Through playing this, I've been inspired to work on a game of my own. I'm excited to see what games you work on next.

Submitted(+1)

Really wanted to love this game, the character design is so cute and I'm a sucker for low-res 3D games, but I couldn't get past the first couple platforms. It seemed like I was supposed to climb up it or lower it to where I could get on, but I only figured out that I could lower it through mashing buttons and couldn't lower it enough, and I couldn't get on top of the platform after climbing up it. There's probably something I'm missing here but the game could do with a more in-depth tutorial if that's the case. :/

Developer(+1)

Sorry the game threw you off! It really does need a solid tutorial I just unfortunately ran out of time :/ But seeing as I'd like to continue this project that'll definitely be a big priority! I noticed this happening in play testing, but don't forget you can also drop buttons on the ground in front of you by holding R and pressing a face button! By doing so you can activate the first platform and reach where the other one lowers to! I'm actually kinda curious as to what's causing this seeing as in testing I never had a problem with testers remembering to throw, but I had to remind them about dropping often. I feel like it's mostly a visual indication thing seeing as the aiming for dropping is hard to see while the character is facing away from the camera. But I hope you'd be willing to give it another go and thanks for the feedback!