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Shape Trek's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence (score low for poor theme implementation, high for sticking to theme) | #14 | 4.500 | 4.500 |
Originality (score low for unoriginal, high for original ideas) | #33 | 3.625 | 3.625 |
Overall | #34 | 3.750 | 3.750 |
Legitimacy (score low for jam-spam, high for authentic "in the spirit" entry) | #34 | 4.375 | 4.375 |
Impression (score low for unimpressive, high for impressive) | #56 | 2.500 | 2.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Took Me a while to understand it, Nice Work
Yeah, the gameplay part of the game was going to heavily tutorialise this:
* your starting hex would crash land on a planet next to two rocket boosters, which the game then directs you to snap to the sides of your hex
* you can then fly the ship to search for more components (orange arrow applies thrust, blue arrows rotate, although there would also be keyboard for non touch devices)
Unfortunately as I didb't get as far as making the flying around part of the game, this tutorial also didn't get made. I'm glad you were able to figure out the yellow circles were showing attachment points to select, I probably should have made them pulsate to make it more obvious.
It's a promising start - slick UI and fun intro. Good luck with this!!
Thanks - when I wasn't searching for the cause of unexplainable bug behavior - I did probably spend too much of my time trying to make the shape assembly / placement UI work as seamlessly on mobile and PC devices, which is why I didn't get around to making the 'game' part of the game! But as it was the 'shapes' part of the design spec, I wanted it to be polished.
Frankly I find it offensive that Python 4 would ever seg-fault and be the 'cause of any problems ever! 4/5 stars, loved it!
Unfortunate that you couldn't build it out into the progressive puzzle game you wanted but, that's jam-life, lol! Very on theme, and very funny! Keep at it!
It was probably overambitious of me to try and make a game that ultimately relies on 3 gameplay loops (assembling pieces, resource management and a 2D gravitar style game) so I only have myself to blame.
It was either Python 4 or Half Life 3 for that joke. Something to show how far in the future the game must be taking place in!
Brilliant well done, I love the intro, a lot of work went into that, excellent :)
Thank you! Ironically the intro was something I threw together in the last 4 hours of the jam when I realised I wasn't going to finish the primary gameplay loop in time 😂
Most of the work was spending a day and a half wondering why my recursive tree search algorithm wasn't pruning all the nodes where an block couldn't be placed, only to discover I had a bug in my Rectangle -> ConvexPolygon intersection algorithm that I wrote over a year ago!
You have the beginnings of something very cool. Keep working it. SDL3 is the bomb!!!
Thanks, I watched your review on YouTube and I realised that I completely forgot to explain in the instructions that the yellow circles that appear were to show where other pieces could be placed! Originally this was going to be part of the tutorial phase of the gameplay loop I didn't get to make, but the block assembly UI was 90% of the work that I put it (because it works on all devices, PC & mobile devices)
However, the video was a very useful to watch because it made me realise what wasn't obvious to a player who had never touched the game before.