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A jam submission

Don't Break Your Mouse !View game page

Short arcade game
Submitted by Yazorius (@YAZORIUS) — 2 days, 17 hours before the deadline
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Don't Break Your Mouse !'s itch.io page

Results

CriteriaRankScore*Raw Score
Music/Sound#242.3162.889
Theme/Limitation#252.4053.000
Fun/Design#261.8712.333
Overall#272.0672.578
Graphics/Animation#281.8712.333
Technical Implementation#291.8712.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Size

Solo (1)

What main engine/tool/language did you use to construct the game?
Clickteam Fusion 2.5 dev

How does your game apply the optional theme "break"?
I used the concept of "break" in the idea of a game irritating enough to actually want to break the computer mouse. Because it is imperative that the player alone clicks in several places, which forces him to look at where the pointer is, and therefore leave what is happening on the screen at the level of the game itself, and therefore ... loose the party. Hence the title of the game.

Which diversifiers did you use, if any?
Shapely

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Comments

Submitted

fun game, the controls are the point but they were

really bad

Submitted

Super original concept! I loved the transition to the technicolor madness of the second part, I wasn't expecting any of it. :D

While I like the idea behind the controls, I didn't get that I needed to hold the click to move properly. I was about to complain about the unresponsiveness when I read the other comment and I get it now. Maybe something that conveys that concept physically like a joystick would help.

Very challenging game! I included it in my Palette Jam 2 compilation video series, if you’d like to take a look. :)

Submitted

Honestly, I thought this was a cool concept. The awkward controls are the whole point here, after all, so I think it's fair. Having to split your attention between the controls on the left and the gameplay on the right makes for an interesting challenge. The juddery movement, the beeps and boops, and the control arrangement reminded me of those old LCD games from way back in the day.

It took me a moment to realise that I was supposed to hold down the directional buttons, not click on them repeatedly. Mashing didn't work since the movement didn't always register, but click-and-hold did work. Maybe that was tripping up some of the other reviewers?

I like what you've done with the graphics. Going from the monochromatic cave to the technicolor rave was cool.

Developer(+1)

Thank you very much for your comment: it reassures me a lot about the idea of gameplay that I thought it was good and original, but which ultimately didn't seem to please anyone. You have understood its purpose which is not there to facilitate, but to make the task more difficult by juggling between the level and the arrangement of the buttons: by passing quickly from one to the other, the player must memorize the locations because it cannot see everything at the same time. The idea was funny to me, and while playing it (I'm very bad at these type of games), I managed to achieve scoring a few good scores. As for the second part of the game, it flashes a lot, yes ^^ In general, difficult to hold out for a long time, because everything speeds up and concentration is more difficult. Congratulations to you for reaching this psychedelic moment in the game. And thank you again for these positive words which show me that we can go a little outside the classic framework of the usual games by adding weird new elements, and find an audience anyway.

Developer

Thank you for testing my game. Indeed, the choice of a single mouse button (click or hold) to control all the buttons of the game is not obvious: but this is the main restriction of the gamejams for which this game has was originally imagined. When I had to make the graphics, I discovered this PJ2 gamejam for which this project could also be suitable.

I therefore cumulated all the themes and all the restrictions in the same project (something I do frequently, to have a more original creative thread). Unfortunately, if I've followed the principles of the Palette Jam 2, I did not imagine for a second that the gameplay could be a problem, since it was obvious to me that only one button was needed, forgetting that the PJ2 players would not have this restriction in mind while playing ...

So, sorry for the gaming experience which you did not like due to this restrictive gameplay. I still think the result isn't bad in and of itself, but maybe I should have only reserved this project for one-button jams, and not be part of PJ2. At least, with this jam, I still learned to use a palette, to use precisely the numbers of the color and its RGB details, something that I did not know/use before.

If too many players complain about my gameplay, I will withdraw my game from submissions for this jam: my goal is not to create something harmful to the fun. Again, thank you for your comment and for playing my project. And well done for yours which already seems to win all hearts ^ _ ^

Submitted

The music is nice, but I really dislike the restriction to just one button. It just isn't fun clicking on tiny buttons in a corner that (may or may not, often they don't) move the player up and down. And with that many upgrades strewn throughout the level I didn't even have to shoot; The only enemies are diagonal corridors, which become impossible to traverse without a collision at around ~12000.

Submitted

The game looks pretty good from the screenshots + the main menu! Unfortunately I seem to not be able to use any controls in game and I'm stuck on the main menu. The music bops though

Submitted (1 edit)

Nevermind figured it out (you need to click the arrows on the page itself), for the future add some indicators letting people know the controls as I'm sure many people are gonna be stuck

Developer

As my project was submitted at the same time to two other game jams which require the use of a single button, I completely forgot that such gameplay would not be intuitive to the players of the "Palette Jam 2". Entirely my fault for not having indicated it directly in the game. Nevertheless, it remains interesting for any player to read the details in the description page of all the games, because it very often contains gameplay indications and various instructions that help to better understand the game. Like what I've wrote "[...] left click of the mouse ... but with this button, you'll have to control all the others buttons in the game. , [...] ". But, yes you're right, I could (and should) have added a warning / explaination directly in the game. I just hope that the other players will read the description text, or this comment ^ _ ^ Thanks for trying my game.