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A jam submission

Can You Make It?View game page

Crank it till you make it!
Submitted by Mouflon Cloud (@MouflonCloud) — 1 day, 10 hours before the deadline
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Can You Make It?'s itch.io page

Results

CriteriaRankScore*Raw Score
Use of console#24.4214.421
Overall#34.0884.088
Fun#43.8953.895
Creativity#83.9473.947

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Pre-made assets
I used sounds from my last game and a song from Freesound. All credited in… credits ;-)

Discord username
endlife#2648

Devlog
https://mouflon-cloud.itch.io/can-you-make-it/devlog/459517/crankin-it-on-my-first-game-jam-heres-my-score-chaser-playjam

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Comments

(+1)

Really love the concept and the signature 'Mouflon Cloud' style of colliding fonts and styles!  The gameplay is a bit on the simple side and my game just went on forever until I called it quits.  Could be another killer app with just a bit of difficulty tweaking, or variation in gameplay or addition of modes, etc. 

Developer

Thanks for playing! And yeah, right now it goes too easy and then much later it suddenly kills you. I started untangling the code from the jam  (now more than before I get why it’s called a game jam!) and I’ll try to get a more balanced and engaging beta out soon :)

HostSubmitted(+1)

I love the visual style and the game is super simple and easy to pick up! Nice job

Submitted(+1)

Love the visual and auditory style! I really enjoyed the game and liked the difficulty curve at first, but kept waiting for it to get truly chaotic and hard, which never happened. I also wanted a reason to care about my score (and by extension, keeping the crank in the slice for the full time), but the score felt unimportant with endless levels and the need for lives. I wonder if this could be solved by either:

  • having predefined stages and tracking high scores per stage, so there would be fixed points where players could compare their score
  • having a timed mode (score driven) separately from endless mode (life driven)
  • unifying score and lives into one stat, so it subtracts score when you miss and the challenge becomes maintaining a high score
Developer

These are great ideas! Thanks! The turn into chaos comes around lvl 20 as it is right now, because the game starts shortening time of one step quickly (theres 12 predefined levels and after than they’re just randomly selected and fastened). I think that both a nicer difficulty curve and a better scoring system is needed. I probably won’t go towards unifying levels and score, but a penalty for missing is definitely something I want to try out.

I’m leaning towards procedurally generated levels (with a chart showing what awaits the player in the next level), but so far I haven’t tried it — I’m just fixing bugs and untangling the chaos code from the jam to eliminate weird bugs ;-)

Also, timed mode is a great idea!

(+1)

Fun and tense.  Great use of the crank, and good difficulty curve.  I like the way you allow the player to catch their breath between levels, and the encouraging sound effects!

Submitted(+1)

This could totally be fleshed out into a rythm game

Submitted(+1)

Top notch game!

(+1)

Very interesting and creative take on a game we all know, and great use of the crank.

Submitted(+1)

I found that if you just go nuts on the crank, you'll hit all of the slices without losing a life. I was able to play far longer than I should have, just waiting for easier levels to score points.


Unique gameplay, though! Good game!

Submitted(+1)

Same here. Good way to stay alive (although boring) but not to make high scores! ;)

I would recommend having a specific "moment" where the crank needs to be on the right slice, with maybe some milliseconds of animation before.

Developer (1 edit)

Trying to somehow outlive harder levels and score in the easy ones, that’s a valid strategy I think :) But I’ll need to tune the level parameters to make it a bit harder (it becomes boring quickly, especially if there’s no zig zag between easier and harder levels). 

I’m working on a simple system that starts with the level number and then distributes the difficulty into each of the parameters (as described in the devlog). That may bring some gameplay surprises, but I’ll need to look for extremes that are a bit too much (like too many slices or combination of too fast and too long sequence etc.)

(And thanks for playing! <3)

Submitted(+1)

This one is a pretty neat Simon says like game! Pretty visually appealing  and the use of clicky sound effects makes it nice for replayability, good work!