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A jam submission

Shaky hand frustration gameView game page

click to start movement, use mouse to control the direction, dont hit the side wall and try to reach the final bar
Submitted by caggy — 6 minutes, 33 seconds before the deadline
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Comments

Jam Host

What did this game do well?


I love the concept and game name! It’s super engaging! The game’s levels are pretty good even with PCG generated. As a player I can feel it’s getting harder through the time. The control feels good, and the sound effect is satisfying This game is really good enough as an rouge-like game. They did well in achieving accomplishments as players reach the bar and try it one more time. I think this hits the same spot older mobile games did (candy crush, cut the rope era). It’s simple, it’s entertaining, the learning curve isn’t very high, and it’s frankly got a fair bit of charm to it. The generated texture patterns combining with the increasing difficulty brings a lot of fun to the game. It makes me want to rechallenge it over and over again This game has a very simple concept but it is pretty replayable because of how PCG is integrated as the essential piece of the gameplay. The use of PCG is brilliant.

What could this game have done better?


The map could be more challenging. I wish the ball was a bit more shaky or difficult to move around. It seems the ball is shaking while I’m controlling it. I think it’s because of a tick function I guess. The finish line is not very self explainatory to the player, I thought I hit a wall but it’s the finish line… the guidance is not good enouigh, i don’t know how to do at the beginning I think this game might work better on mobile with touch input than with mouse input. It’s a bit more accessible that way. I also think that this game can benefit from not throwing you back into the ‘tutorial’ levels upon death and tracks your progress based on which types of levels the player has already cleared. The initial instruction is not clear. At first I thought there was a bug, because the tunnels are too short that I couldn’t see the difference between two round Perhaps the tiles can be made more natural with connected textures, and the art style can be more coherent by using a different background and player sprite.

This game has some of the best usage of PCG that I’ve seen this week (so far). Most other PCG games are “more game”, and as a result kind of detract from the randomness. Some of the other games are “more PCG”, and basically have no gameplay. This game is so straightforward that it puts the level design right front and center, and as a result, your PCG is also perfectly melded with the concept and gets the most attention.

Even the frustrating things about it (really short camera) actually kind of work in its favor, because it turns it into a more reaction based game, and that’s fine because the controls are very simple, so less processing is needed. Stack that with a pretty well balanced timer and you have the right ingredients to put the player in an slightly stressful, almost-flow state.

The only problem I have is that once I beat the tutorial levels enough, I kind of wish I could just skip em.

Fantastic submission.