The best game in jam for me
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Project Claustrophobia's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun (Overall enjoyment) | #2 | 3.638 | 3.638 |
Overall | #2 | 3.543 | 3.543 |
Theme (How well the game follows the jams theme) | #3 | 3.723 | 3.723 |
Balance (Speed of the game) | #3 | 3.085 | 3.085 |
Uniqueness (Originality of the game) | #3 | 3.723 | 3.723 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
It was really fun and had some puzzle elements in the beginning, but at a certain point in the mid-game that falls by the way side. There were some things that felt active just for the sake of having interaction, like the charge stuff and the fact that upgrade charging could never be kept between Double Compressions, but they were never too awful. Decently fun overall.
Also, why couldn't there have been one last upgrade for an even 4x4? :(
Fun lil game for first few rounds, was initially taken aback by the buying order of upgrades mattering but figured it out soon enough. However triple compacted box seems to make most of what made the game interesting trivial to get through. Also maybe a "shift to see charge effect" would be good.
Uniqueness: Gives me some vibes of rapture 30 (100?) and/or Lit, has similar execution to both games. Imo has better execution than rapture but maybe worse than Lit. (Something similar was investigated in 3pow3's game but with somewhat worse execution still). Maybe not that unique but the implementation is fine.
Theme-wise this is one of the games where I do actually feel like some care was taken to adhering to the theme, at least early game. Later on it did start to feel like another case of "format numbers differently" though.
Seems like rapture 2.0. Not so creative but I still like this kind of game - puzzle + idle.
Interesting game. I liked the concept of the charge matrix, but it ended up more of a burden to the gameplay. I either clicked way too much, or ignored it, there wasn't a good balance.
The theme caused problems with this design as well. I'm used to a box filling, say 75% and stopping to mean that my strategy is good, but if it only fills 25% before stopping it's bad. Inverted, the bar fill 2% in both cases, and then is suddenly maxed when you hit the right button. So you don't get feedback, and the charge matrix is useless unless each cell is at 0.998 or better. And later it was hard to tell if I even got it right, because multiple boxes would fill and autocomplete and all stay at 2%'s.
Choosing the order of upgrades could be interesting. At first I thought it was a bug that research point cost changed inconsistently (or rather, didn't change once chosen, making the order matter). Makes me wonder if there wasn't another weird feature I missed? It wasn't in the info screen. But concentrating on research cost meant I didn't pay attention to anything the button did. So by the time I had 2 charges there were too many upgrades to re-evaluate (and the charge is different on each), and you lost me to arbitrary clicking.
plus, the scroll bar didn't work (and I couldn't fix it in css), so I don't know how far I got or what the benefits were.
I would have like to play til the end, but I knew less about the game the more I played.
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