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Focus Overdrive's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #9 | 3.450 | 3.450 |
Polish | #13 | 3.500 | 3.500 |
Overall | #23 | 3.150 | 3.150 |
Gameplay | #33 | 3.000 | 3.000 |
Graphics | #36 | 3.150 | 3.150 |
Theme | #67 | 2.650 | 2.650 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game relate to the theme?
My take on the flow theme is based upon the flow theory (or "optimal experience theory") proposed by Mihaly Csikszentmihalyi and the visual association of the toggle switch / 'Do not disturb' usually used to remain focused when we work on complex tasks.
I wanted the gameplay to benefit too from the flow/effortless state so I tried to applied a good balance between reducing frictions but keeping a good level of challenge (I think the risk management aspect works well to keep the engagement high)
Also... Is it easier to remain in a flow/focused when something is at stake??
Try to spot the differences on how you play when you can lose a big stack of points vs when you have nothing to lose... It's interesting :)
Specify any and all pre-made assets in your submission.
External resources used in the game (CC):
Music
Synthwave Retrowave Sythpop by Amaksi - https://pixabay.com/music/synthwave-synthwave-retrowave-sythpop-121540/
No Cyber Future (Action Cyber Game) by Amaksi - https://pixabay.com/music/electro-no-cyber-future-action-cyber-game-115518/
Catch Me (Modern Synthpop Retro Wave) by Amaksi - https://pixabay.com/music/synthwave-catch-me-modern-synthpop-retro-wave-115520/
Sound effects
beam_sound.wav - https://freesound.org/people/opensystem/sounds/333176/
Item wag - https://freesound.org/people/Guinamun/sounds/690623/
8-Bit Powerup - https://freesound.org/people/SomeGuy22/sounds/431329/
8bit powerup 3 - https://freesound.org/people/MaoDin204/sounds/721811/
Font
Nabla - https://fonts.google.com/specimen/Nabla
Other Stuff
Icons - https://mui.com/material-ui/material-icons/
How many team members does your team have in total?1
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Comments
enjoyable game with a cool concept, but can get kinda annoying at times with accidently hitting already hit switches resetting your combo instantly. Presentation is nice too, good job on this
The combo reset was designed for a roguelite kinda vibe, I thinks it amplifies the risk/reward aspect of the game but I understand It can be very annoying to lose all your combo points near the end, maybe I can add an item/perk that lets you add some kind of 'shield' that protects you for one missed click... ummm I kinda like that!
Thanks for playing it NZia!!
Port it to phones is super easy technically since is a game made with web tech, but the gameplay is made for big screens so I would have to redesign it (Actually is the same as you say with the exploit, the bigger the area the easier it gets so on a small screen is just the opposite hahaha)
Thanks for playing it tsuryuka! ๐
Hello
Looks cool! I like the game more than i think i would hahaha. Too bad that my aim skill is bad, i can't beat the highscore xD. The game looks neat and tidy. I also like the concept and theme of the game.
Goodluck
Thanks for playing it LoyalCore!
Interesting idea! I actually had more fun than I thought I would, as It has some addictive qualities. I did start to wish for more upgrades after a level or two, but overall good job!
I think combining numbers growing and the possibility of gambling them is always adictive hahaha
I wanted to add roguelite-like modifiers after each screen ( like Nuclear Throne ) but it was too much for 3 days of work
Thanks Yah'el! ๐
Really interesting approach to the theme! The gameplay was fun, and I liked the aesthetic.
Thanks for playing it Franminaverry!! ๐
Nice game! The graphics were neat and clean, and the gameplay was simple and easy to understand. However, it did get old fast. I think the whole combo system was a bit hard to grasp at first, and I think just adding more clarity, like specific effects or details to show your combo points, how they are being modified, etc. The movement of the switches felt somewhat erratic, which was clearly intentional but I think smoothing it out more could create a cooler appearance and make their movement 'flow'. Speaking of flow, I think the theme was well interpreted although I researched this and couldn't find anything about the toggle visual you referenced. Overall, a clean, polished, and well put-together experience.
You are totally right about the clarity!! Visual feedback is key! I had in mind a 'x2'popping on the screen when clicking the multipliers but I didn't have time to implement it
I remember the toggles from some Iphones ( probably old ones hahaha) like this:
Thanks for playing it and the feedback HalfSmore! ๐
Great submission! The connection to the theme and the gameplay was very good. I enjoyed playing it and going for the highscore, and admittedly got a bit upset a few times when losing my combo near the end of a level. I think it could use some more variety (like the unimplemented option) or some larger change between levels.
I agree 100% with the lack of variety part, since it was a 3 days effort I had to make the painful decision to drop all the buggy or not well implemented stuff ( like the unimplemented option, I t was 'kinda' working but some of the randomness broke the game or killed the vibe completely)
About the larger change between levels, I just had time to create 5 variables (Number of normal switches, multipliers, +time, size and movement speed) and when trying to do big changes on those between levels broke the flow of the game (For example, magine betting your combo points to find that the next level suddenly spikes the number of switches x10), so I decided to introduce the changes little by little, but there is always room for improvement so I will do some fine tuning after the jam.
Thanks for the feedback conder! ๐
Great game! The feel, look and sound of the game is really polished, wow. I did found the combo points and the choices a bit too hard to grasp when playing for a first time.
Ummm maybe I should streamline the first run experience a little, I will give it a spin...
Thanks Yukek! ๐
That's a neat concept, wasn't sold on it at first but it just got fun when I entered the flow.
I really like the art style and the polish it's pretty neat.
My biggest problem with it, is the fact that the UI stops the mouse inputs, it shouldn't be the case.
Oh shoot!! You are right! I forgot to change the z axis index in 2 of 3 UI elements. Thanks for point that up ๐
Is really easy to fix, just have to change a couple of numbers so it will be corrected for the post jam version.
the gameplay is interesting and i enjoy the connection to theme!
Thanks deadchompy! glad taht you enjoyed it ๐
Nice graphics and SFX. The gameplay was a little difficult for me. I wonder how this will play with a trackpad or touch controls.
I think it gets easier as you get used to the movement of the switches and develop some strategies (for example try to click the switches when they get isolated on the sides instead of on the center of the screen)
Thank you for playing it Josep! ๐