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Empty Brain's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #14 | 3.917 | 3.917 |
Use of the Limitation | #37 | 3.167 | 3.167 |
Overall | #46 | 3.104 | 3.104 |
Presentation | #58 | 3.000 | 3.000 |
Enjoyment | #79 | 2.333 | 2.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Just me (Bubble11)
Software used
Unity
Use of the limitation
The levels are procedurally genereated. Also, your brain is empty at the beginning and you try to make the room empty.
Cookies eaten
Zero :(
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Comments
Played game on stream here: https://www.twitch.tv/asfunasfun
Game didn’t work for me but it is an interesting concept!
you re going for more advanced mechanic and exploring interesting idea, great game
Thank you!
The concept is amazing and I like everyone who tries to generate plattformer level.
Despite it, the game really lacks polish, which is especially important for the puzzle aspect to really work. Like i imediatly got a level that's basically impossible without switching elements on the fly, which feels kinda exploity.
The UI is also very clunky and the drag-and-drop is finicky.
Overall I whish this game is continued being worked on, because i would definatly play a more polish and complete version of the core game.
Thank you so much for your comment! I had the idea of the game, and i wanted it to be a puzzle game, but I gave up on that because making a puzzle game with random levels is kinda difficult...but i will definitely continue working on this game in the future and see where I can take this. Thank you! :)
The core mechanic is a really interesting idea!
I did notice a couple of issues:
- It seems to be a layering issue, but some keys can get stuck once you drag them onto their respective safe zone
- Hitting edges with the corner of your skull can cause you to slide
- It seems like velocity carries over from your previous run (it should reset to 0 upon starting a new run)
I think that by simplifying the core mechanic and making it much more accessible, the gameplay would become much more enjoyable!
Here were some suggestions I had in mind:
Core Mechanic:
- Add a grace time that slows down the gameplay for a short amount of time when the menu appears (This can allow players to chain mechanic swapping to come up with some crazy combos, and can be held back a bit by decreasing grace time a bit as the player constantly opens and closes the menu)
- You could make it a pop-up menu that appears as you hold down right-click (or some other key)
- You could even make those starting keys adjustable as well, so the player can fine-tune it
- You also make control binding easier by allowing the player to hold down on any key they have, and to auto-bind to the first mechanic that they left-click on
* These are bit more drastic as suggestions:
- I think you should remove the limiting keys portion as a suggestion, as this forces players to get comfortable with bizarre controls over time
- I think that by allowing free-range of key binding, this can allow players to easily fine-tune how they want to play
Dashing:
- Allow players to hold down the key, and trigger the dash as the key is released
- Highlight the dashing distance when the key is held down (only for the first level so players can get comfortable with it)
Level Generation:
- Include unlockable mechanics within levels (start with a basic dash and movement)
- Include the ability to unlock additional mechanic slots
* There were a bit more ambitious:
- Increase enemy variations to add depth to handling mechanics (standing ground enemies, enemies that walk left and right, floating enemies that move up and down, enemies that are tougher to kill when you have more active mechanics)
- And if you were to add grace time, you could add enemies that move normally (or become vulnerable) only when the menu is open
I really do think this is a solid concept, and can easily become a lot cooler with some adjustments. :)
Wow, thank you so much for taking the time to write this comment! This helps massively! The velocity is actually reset, but by falling the player sometimes gains some momentum, i also noticed that. I might continue working on this game, because I know that it's way too hard but like the core concept, and if I do, i will definitely always keep a tab with this comment open, really useful, thanks! :D
This has potential but for now I feel that gameplay is a bit clunky and that some levels are basically impossible even with quick reflexes. Maybe be able to stomp on enemies as well so a dash won't inevitable make you fall on an enemy. The graphics and nice and like I said the concept has a lot of potential so I'd like to see where this could go.
Thank you for your feedback!
Great mechanics.
Thank you!
This game seems incredibly sophisticated and impossible. The sophisticated mechanic in this game doesn't fit well with the difficulty of the generated level.
However I admire the concept. I believe there would be better way to implement this.
Thanks for your feedback, i also realised that the game was way too difficult, however, i didn't have enough time to make it easier.