Great little game, I enjoyed it!
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Nuclear Reaction's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #4 | 3.963 | 3.963 |
Design | #8 | 3.889 | 3.889 |
Theme | #14 | 4.037 | 4.037 |
Technical | #14 | 3.889 | 3.889 |
Overall | #14 | 3.781 | 3.781 |
Artistic | #89 | 3.130 | 3.130 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
omg this is amazing. i love Puzzle Bobble and this is a great twist on it that also fits in with the jam theme so well! it did take me a little bit to understand each new mechanic, so perhaps a smidge more tutoriazlization could have benefited it. it's so hard to say though, everyone has their own reaction and speed at picking things up, and i tend to be on the slower side in that regard. it had a unified aesthetic, and the sound design contributed well to that! I'd love to see more if you keep going with it someday!
It is addictive to try many times with a novel mechanic.
A very fun game!
Very solid game! Took some time to learn mechanics at first. Interesting puzzle levels.
Oh WOW! I love this game! Once you figure out the mechanic, it is awesome.! Well done and thank you for this. Keep on working on this, and make this into a mobile game.!
Nice mechanics and a great job on the game. I really appreciate the time-slowing next to the atoms, as without it I would have found it much more difficult. I like how the menu serves as a mini tutorial for the game. The way you designed the levels is very nice as it gives you time to grasp each of the new mechanics.
This was a fun puzzle game. I liked the time slowing mechanic.
The music was nice but unfortunately I couldn't get past the "Start"/"Credits" menu screen.
The browser console log showed a number of error messages, the first was:
ERROR: (Node not found: "../SelectionUI" (relative to "/root/Menu Principal/menuInterface").) index.js:362:18 at: get_node (scene/main/node.cpp:1326) - Condition "!node" is true. Returned: nullptr
I'm using Firefox which I'm guessing might be the difference to everyone who has played successfully?
A quick look at issues makes me wonder if this might be related (I seem to recall Itch uses an iframe):
Really interesting puzzle idea, and can be really good to train your brain and recation on some levels) Well done project!
Nice job! Are you using Engine.time_scale exclusively? Do you have to adjust audio pitch as well? Very interesting idea over all.
Yes, I'm using Engine.time_scale for the most part, but also adjusting the music pitch_scale in the same function. I used a tween for the transition between normal and slow motion (as I learned in a very helpful tutorial). But sometimes the change of time_scale bothers other systems, so it's a bit hard to tweaked correctly. An easy fix for animations is to simply establish its playback_speed to 1/Engine.time_scale, so it always play with the same timing. Thanks for playing and commenting!
THIS IS AWESOME!
Really good gameplay, graphics and very inventive puzzles, I never seen anything like it. Even if you know what you need to do to beat a level and still can lose multiple times because it also require you to think and act fast.
One of the best I played so far!
Wow, thank you very much for the kind comment! I'm really happy you had a good time! I love to have two layers in my games, one where you see a puzzle, you think and you elaborate a plan and another where you need to be skillful to implement your strategy. It seems it worked this time :-D Thanks again!
Really cool concept and progression !
I really like the way you introduced the different particles slowly so that you can get the time to grasp each new mechanic before tackling the more challenging puzzles, the slowdown is super cool and really useful to plan precisely where a particle will hit.
And i also like how you essentially seem to have taken inspiration from puzzle bobble type games for your aim/shoot mechanics and spun it in an entirely original direction, also the Ui design is pretty clean and clear, and i like that your main menu selection essentially sorta serves as a mini tutorial since you have to aim and shoot the button you want to select.
If i had to nitpick i'd say the only issue i had is that i didn't understood right away the target's cover mechanic where you need to have a certain charge level for it to open and let you hit the target, but that's really no big issue in the end since it's easy to figure out through trial and error ^^
Well done :)
Hey, that's not a comment anymore, it's a full review, thank you very much :-D!
For the progression, I always try to show things separately and step-by-step, so the player don't get confused and don't have a lot of text to read. I tried to make the tutorial like a mini-game, with the "T to show the Tips" system.
The slowdown was essential for the experience. When it bugged it was really impossible to aim. I hope it felt like going to quantum space ;-)
The inspiration came after the idea of atoms, but it was exactly Puzzle Bobble, the original. I couldn't implement the bounding aim line like they did (spent hours with raycasts without results...) but I think it works alright without it.
I tried to put a lot of animation and SFX in the UI (and in every input or output). For another game I made (here's the link if you want to try it: https://gotm.io/klustergames/colormaze) I had the critic of not having enough game feel, so I always try to work hard on this now. I'm glad to hear that it worked :-D. And I love menus that explain the core game mechanic, I took for Megaman X as you did! (remember the first one, in the menu megaman shoots a semi-charged bullet to choose!)
I'm sorry I didn't explained well how to open the barriers, I thought that with the tip system it would be clearer. Thanks for persevering and finding out how to play!
Thanks again for your comment!
Well i try to share all the thoughts i have when i try a game and i know i can sometimes end up in a bit of a wall of text territory ^^'
No problem, from what i experienced since i started my gamedev journey with Godot is that raycasts can sometimes act strangely, i know i've even had my issues with them for this jam so i understand, and like you said your game works fine without the bounding line trajectory, although hvaing bouncing surfaces for the particles could ba a cool way to expand if you plan on adding to it post jam :)
If i get some time after the jam is done i'll see when i can check it out, and i do understand not having much gamefeel for a jam entry cause this really can take some time to add and i know i've had several times where my games lacked any kind of proper feedback at least on intial relase during jams ^^
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