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Attack of the Orbs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3964 | 2.362 | 3.125 |
Enjoyment | #4784 | 1.795 | 2.375 |
Overall | #4998 | 1.827 | 2.417 |
Presentation | #5796 | 1.323 | 1.750 |
Ranked from 8 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?
Man's a die.
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Nice idea! it feels a bit confusing in the beginning but I soon figured out the mechanics.
Fine. However, I must say that the enemy(or the red ball) moves so fast and the cube is just so slow making the game nearly very hard to play. A lack of tutorials or guidelines increases this problem. The game could be made better with some more mechanics and better animations and UI. However, a nice try and I would recommend developing on this.
Thanks for the feedback. Completely agree with the movement stuff, it's quite anoying not being able to move between turns, it's a little unresponsive as there's an extra pause after the orb's final move where all player input is ignored, I think it could be improved if I'd communicated before your move where the orb would go, then we wouldn't have to wait for it to make each and every step along its path, it could jump to the spot like a knight does in chess.
I feel like the orb having that many moves per each one of your moves limits the options for puzzles as it catches up to you way too quick, which also makes each level feel like guessing a path and giving that a try until you win. An idea I had towards the end was to have jump pads or disappearing tiles that the orbs wouldn't be able to step on and have to re-calculate their path and take a long way around but I hadn't appreciated the time restriction of the Jam.
Okay. I must admit that I wasn't expecting this take. 😂
Dice movement is quiet, uncommon so with more polish, this can definitely go somewhere.
Congrats man! 😁
Cheers, I was a little worried I had taken roll of the dice a little too literally but it was the first idea I had that made me laugh.
I didn't quite understand the mechanics at first. But once I got the hang of it, it was quite fun. Wish there was some tutorial.
It seems to be a common comment, the idea was to force the player to realise it in the first level (what with the only valid option to be to go forward) but I don't think there's enough information given to the player visually to make that realisation. I tried adding a highlight over the die and forcing the player to stop and watch the enemy slowly move but I think that only made the movement mechanics feel unresponsive. I guess that's part of the problem of me making the level but already knowing the mechanic, I can't discover what I already know.
One suggestion I had was to highlight in advance the steps the enemy would make and show the number of tiles you make it move but it may well have been better to explicitly state the mechanic.
Very creative, I really like the idea!
Some constructive criticism:
- There should be some indicator where the wasd keys will move the dice
- I had to figure out the main gimmick, namely that the orbs move as far as the shown digit, on my own. There should be some small explanatory text.
Thanks,
I'd had a similar idea about the WASD movement but didn't get around to implementing it in time A friend I showed it to moved the camera about and quite fairly expected W to go in the "new" forward direction. 100% agree with the gimmick comment. I threw together that weird rectangle highlight after the cube moves at the last minute but as you say having it explicitly stated would make it a tad more obvious.
The cube moves so slow
For sure, I'd had it a couple of hours in moving every time you pressed the keys but was worried about the main gimmick not being conveyed. By looks and from what I saw when a couple of friends played it, though, it wasn't immediately obvious (one of them almost did all 4 levels without understanding why the enemies move fast sometimes). Every day's a school day.