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Data Overload's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #59 | 3.188 | 3.188 |
Graphics | #72 | 3.188 | 3.188 |
Originality | #77 | 3.063 | 3.063 |
Overall | #92 | 2.696 | 2.696 |
Fun | #101 | 2.313 | 2.313 |
Accessibility | #102 | 2.375 | 2.375 |
Audio | #105 | 2.375 | 2.375 |
Controls | #111 | 2.375 | 2.375 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5.2
Wildcards Used
N/A
Game Description
You are caught in a computer simulation. Rogue programs are infecting the system and threaten to overload data capacity, which would result in a catastrophic system crash, and with it any chance of escape. Keep the system running while your friends in the real world try to find a way to get you out. Interface with the rogue programs, hack their matrix and collect the corrupted data. Interface with a system terminal to transfer data back into the system for scrubbing and earning power to help you stay alive longer. Watch out for the sentinels, they don't know you're harmless and will attack on sight to drain your power and remove you from the system.
How does your game tie into the theme?
You are tasked with preventing a system data overload in a computer simulation, that you're caught in.
Source(s)
N/A
Discord Username(s)
paulgregory
Participation Level (GWJ Only)
3
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Comments
I like 3d style of this game, also battle mechanics are quite interesting, even though I do not completely understand it) Controls are a bit hard though, also it lacks of tutorial especially on battle system
The neon and Tron-inspired style is spot on!
However, I did find myself a bit lost trying to figure out what to do, even after checking the instructions. It was a bit confusing, especially when it came to tasks. I wasn't sure if it happened automatically or where to go for it.
In games as visually striking as yours, there's always a challenge in guiding players through the experience. Adding some visual hints, like arrows after data collection or text explanation in description, could really enhance the gameplay and make it more intuitive.
Keep up the fantastic work!
Agreed, I had planned to have a tutorial or some instructions, but time ran out. I do plan to return to this after the jam though, as I have a lot of ideas for new directions to take it, just the beginning.
The visuals for your game are stellar! The neon and Tron-look was perfectly captured!
Will say though, I had a lot of trouble telling what I was supposed to do in the game, even with the description on both the game and jam page. This kind of led to some confusion I had while playing (with some I still can't figure out). One of which was the ability to interface with the system terminal to transfer data back into the system. Wasn't sure if that was automatic or where exactly I was supposed to go to do that.
I think with these abstract styles of games, there tends to be a struggle to face when it comes to communicating goals and where to go. I think something that might've helped would be visual indicators triggered by events. Like if I was supposed to go somewhere with all this data, just having like a guide arrow appear after I collect data could help make that connection.
Again though, sick lookin' game!
Very cool aesthetic and concept overall, but the mini game mechanic is not intuitive and I could figure out what was I doing, just mashing the blocks :D Even simple text explanation in the description could improve the experience :) Nice submission!
Nice visuals and idea. The controls were not intuitive as well as the mechanics. The mini-game was fun, but too slow at first. I also somehow soft-locked myself a few times ;/
This is a cool game! I really like the mini game but it felt out of place switching between them. Maybe decrease the time of it, but prefill it so the player has to win fast. And changing the controls to WASD or fully mouse would make it easier to control.
If you are out of time for the tutorial, you could maybe write it on the itch page (which could have a little better colors, it's hard to read) I had no idea how to put the data into the system. I literally pressed all the buttons but nothing happened.
Regardless it was a nice game. Good Job!
I love that "inside the mainframe" aesthetic!!!
Nice entry. I like the dual mechanic, but it felt a bit weird switching between mouse clicks and arrow-keys for the two modes of play.
Agreed, I will probably return to the mini-game idea and rethink it a bit