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Emozan Packing Simulator's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence To Theme | #83 | 3.818 | 3.818 |
Game Design | #131 | 3.000 | 3.000 |
Style | #144 | 3.182 | 3.182 |
Originality | #261 | 2.091 | 2.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I just finished it!
Nice little game, a good iteration on a classic!
Feedback:
Overall a fun game that got me engaged until I beat it, thanks to the addition of a little thing to a proven formula, and efficient level design, and despite controls being a little janky sometimes.
Thank you so much for your feedback! I do have some questions/comments about your points
1. for the controls, is there some way you could suggest that could make the controls better? we had the approach of not checking every frame to slow down how fast he moved and were struggling with coming up with a better solution (this caused some dropped inputs and sensitivity). I'm glad it wasn't too hindering to your enjoyment though :D
2. The way we were handling collision was also a bit janky, we ended up checking for collissions and then correcting the characters position after the collission had happened to give the illusion you weren't moving. It did work but wasn't ideal, I'm wondering if there is a better way to do this as well, maybe with clamp!
3. Cancelling moves did cross our mind, but due to time limits we couldn't implement the tracking of previous moves :( maybe if I ever pick this project back up again that'll be included :D
4. same situation as above, we didn't have time to throw in the sound effects but definitely planned for future iterations and games :)
this was my first jam entry, so thank you for your feedback and praise, it really means a lot :)
For the movement I would have checked for input every frame but only register a key down if this key was up before. For example if you hit right arrow key, the key goes down, you register input, then you don't register anymore input for that key until it goes up again. This is just how I would have done it, maybe it doesn't work :P
I wanted to answer just that. By checking for change in the state of the key (ie from up to down or vice versa) you can implement snappier controls. In your case, you could have made the player move right only when the key was just pressed, but not move if key is pressed but was already last time you checked.
I don't know which tools you used to make your game, but a lot (if not all) game engines should have a "GetKeyDown" function or something equivalent, which does just what we discuss.
Hope this helped you, and have a great day!
This game is pretty fun I liked playing it
Thank you so much!
Nice FF nostalgia with the music :P
Thank you! we wanted something nice and calm and it fit perfectly :D
I liked the levels, but movement is too fast i get stuck very often.
Feel free to try my game and give your feedback
https://itch.io/jam/ndab-jam/rate/632677
Thank you for the feedback! I'll certainly give yours a try :)
had a lot of fun playing through all the levels! but the controls are too punishing
Thank you for the feedback! I'm a little sad the controls weren't ideal but its a good lesson for the future!
way too fast controls man..., but i do love some sobokan games!
glad you enjoyed it! yes an unfortunate situation with the controls, I think we just got used to it during testing and never got to fixing it. Thank you for the feedback!