Nice art, good concept. But I think there is a need to improve control. But overall I liked it, good job!
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Momentum (GMTK Game Jam 2021)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1964 | 3.175 | 3.175 |
Presentation | #2078 | 2.975 | 2.975 |
Overall | #2315 | 2.892 | 2.892 |
Fun | #2736 | 2.525 | 2.525 |
Ranked from 40 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?
In Momentum, you join yourself with slimes using a chain and kill them using your own momentum. NOTICE: View the game page for controls and instructions!
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
The concept is interesting, but I think it could be executed a little better, most of the time I found myself just grabbing the slimes, going to the edge of the platform and releasing them so they die of fall damage, I didn't use the rocket boost even once (and I could not as there was not enough fuel). There should be more obstacles to make the game more challenging, as otherwise it is just throwing slimes off the edges.
I would suggest to make a level where you have to break a wall to continue and make it so that the rocket boost can destroy that wall, that way the player will have an excuse to use the rocket boost. Also scatter some powerups through out the level which replenish the fuel, and to make the game more challenging, make it so the fuel drains faster over time. And maybe make it so that slimes only die if they land on spikes, and not because of fall damage, that way the player will have to think of new ways to get rid of those slimes and it will make the level design easier as the number of ways the slimes can die will reduce.
Overall an interesting entry to the jam! Great job!
Thanks for letting me to play this game! Really smooth controls for a platformer. The challenge to me was not really interesting though. All you do is to manage your fuel level (which to me wasn't really interesting) & to bring the slimes to their death. Probably it's just me but the "rocket boost" was not intuitive to me as i need to hit X + arrow key at the same time. 1 suggestion would be to add some more spice into the mechanics, like if you join your claw with the slime, something good/bad happens, or maybe there is some urgency that you need to kill it as soon as you claw it
The music and art are great. The controls on Keyboard are a little cumbersome (Felt a bit like playing Twister on the keyboard with my fingers) but with more iteration that can always be improved on. A nice variety of mechanics and it seems off to a great start, hope you keep working on this in the future
The art is really cool and the robot pull mechanic is really cool to use. The game over music is pretty cool too. I saw my game crash 2 times I had to reset, the platforms that disappear are very confusing, at first I didn't know what to do right some things I did seemed wrong like killing the slimes by throwing them from above (but colliding on the ground) , the gameplay is pretty weird and I think the boost and dash were a little unnecessary. But it's a really cool concept that should improve the idea!
It's a nice game with a unique idea. The controls are a bit janky and too numerous so a tutorial level could have been nice. In addition, the respawn time is a bit too slow for my liking (the jingle is catchy though)
I really liked all the different abilities that you have in your game! I think this made it unique from the other platforming games in the jam.
The controls took some getting used to, but it's a cool concept and I really like the vibe. That taunting death melody is going to haunt me. Nice job!
This is a fairly different take on most of the platformers I've seen this jam. Was cool to have all these different options for killing the slimes, like dropping them into spikes, or carrying them to their doom kirby-style.
I didn't end up using the dash at all, I think it might be too expensive, or maybe just unnecessary.
But yeah, good job!
I agree with the other commenters about having a few too many options. I felt like go-go-gadget! I think if you'd introduced them one at a time, it would have felt like a metroidvania and been awesome. A robot discovering all of its functions one at a time would be a really fun take on that genre. I think this is a really fun concept, but needing a little more polish.
Interesting game idea and execution... Controls took a bit to master, but that's my bad for not reading the itch page :D OVerall, fun game and well done!
The controls took some getting used to (Jumping and rocket jumping were different keys) but after I got the hang of it, it was pretty fun to play. Nice work!
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