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Glitch Drop's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #6 | 3.464 | 4.000 |
User Interface (UI/UX) | #7 | 2.598 | 3.000 |
Visuals(Graphics) | #7 | 3.464 | 4.000 |
Fun | #7 | 3.175 | 3.667 |
Sound/Audio | #9 | 2.887 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://orangetastegames.itch.io/glitch-drop/devlog/299001/improvement-devlog-3
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Comments
There's still no way to restart/quit with controller and that makes me sad. I think gems also start disappearing a bit too fast if you don't immediately collect them, but that might just be me. Overall, pretty swag
Yeah I've put my focus on another project and kinda forgot to fix this, I'll release a patched version tomorrow with better controller support and a few quality of life changes
gamer moment
Well I think you aced the psychedelic aspect of the game!
I would suggest maybe some form of controls screen in the game though, since the only way I could figure out how to actually progress was by looking up the controls on the game page. I haven't played Boulder Dash or anything like it before so I guess what is likely obvious to others was a bit of a subversion of expectations for me. I kept trying to enter the castle door lol.
But I still thought it was pretty fun, nice work!
Uhhhhh yeah I think I have an idea for that - I'm gonna put a prompt for the player to pause the game with escape (or select for controllers) at the start and just always have the controls in the pause menu
Hey! Have played and rated. You've made a fun Boulder Dash style game there. It reminded me of Icicle Works back in the days of the C16 plus 4. I'm not sure what the time bar is supposed to do though. Does it spawn the thing that runs at you and kills you? I'd quite like to see a scoreboard or maybe some kind of level progression. Well done for completing the jam!
Thank you! The bar is meant to be a 'combo meter' where you get gems and boost your score, and with a higher multiplier you deal more damage, have a bigger fist and get a higher score per gem collected. The things that chase you should spawn about half way down the level versus the normal enemies. And progression would probably be a good thing too, I just made the game pretty simple for its original jam implementation.
Go home game, you're drunk! LOL. An interesting design choice there, but it didn't impact the overall gameplay. I did experience a little bit of eye strain from the bright colours (and the game almost blinded me while loading when it momentarily turned off my laptop's blue light filter). The score it displays when you lose is much lower than it is during the game though, I think maybe the last number is missing each time? I would also suggest adjusting the colours for the meter, the inside is hard to see unless it's really filled up.
A solid, punchy game (pun intended)! Great work!
Much appreciated feedback! It's meant to be trippy but yeah, maybe the continuous strange visuals when you're playing a game and need to concentrate on things is a bad thing. I also made it so that if you lose you only get 10% of your score, so that's something not well explained and I see the issue. And making the meter darker would probably fix that issue, one I agree with.