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Tiny Gear, Giant Fear's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall (Shortlist Vote - Community) | #105 | 2.423 | 2.423 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
As promised, here is the feedback!
The hitboxes felt very big. I constantly got damaged and I am not sure where from. I attempted to beat the game 5 times but I have given up. I am unsure if there is a goal or if the game is endless.
If there is an end, I would suggest having a track completion meter (I hope that makes sense) to be included so the player can see how much more there is left. A better tutorial or explanation would be great, I am not sure when I lose my shockwave or my charge attack.
Also, to round up the UI changes, a healthbar, either visible or indirectly visible would be great (indirectly would be something like the player tank degrading over time but that adds a lot of extra work to create other models, I am not sure if a shader itself could be enough).
Last but not least, I think the pile of trash gaps need to be a bit bigger or the pile of trash needs to be smaller. I think if that would be the case, the overall speed of the game could also be increased. The projectiles from the drill never felt threatening (despite me getting hit multiple times without me knowing why. I assume my hitbox is way bigger than the model itself).
There is probably more but I cant think of anything right now. Hope this all can help you.
Feedback to the game aside, its still amazing that you put this all together in 48h. Its really tough and im impressed as you described in the other thread what your teams prior experience was like. You can all congratulate yourself. Making a game is hard. Making a game in 48h is a miracle to me.
Thanks alot for the detailed review. I think this is the longest yet most informative on this jam i've ever read <3
Very cool :D
I don't understand why we have to break the piles to get the health packs Or maybe it isn't meant to be like that ? I never made it to the big bins.
Also the biggest missing thing is UI (health & cooldowns)
Thanks :D
It is meant to be like that. Either you collide and get damage or smash them and on specific piles you receive healing. The game isn't balanced nor playtested before release, so not reaching the end is actually kinda expected lol
i like it :) Destroy something is good :D
I like the game. I'd like to see some visual or auditory feedback on the skills and health. But it's a game jam, so you never finish what you plan to programm. ;)
Keep going, the game has potential.
Haha, yeah. Our ambitions were big until we came down to reality, which for example meant fixing borken prod over and over again. Still pretty happy about what we achieved in 2 days. Most of it technical nature and not really visible to the user, but a few more dev iterations and i believe this garbage pile is play- & enjoable :D
This was a fun game and looks like I'm invulnerable :D :D even if I get caught by the big destroyer, I still survive, nice :D Overall a fun game
Thanks for playing :)
You are not invulnerable, the game is just not yet balanced (neither mechanics nor level). The crusher gives you -2hp each 1.5 seconds (after each hit you are indeed for 1.5 seconds invulnerable). It should be allowed to get crushed, as you can heal yourself up by smashing trash (but at some point you're in some sort of deadlock due to lack of abilities, which we intend to balance out for a future fixed release).
We had a hard time to finish the game at current state, we broke prod 3 times (which only was visible after a full unity restart), which took us long enough to detect and fix lol
ahh got it! Sounds like a lot of stress but glad you have made it!!
Haha, yeah. I think what we learned is greater than the end result.
Btw always restart your engine before pushing any critical changes, will save you a lot of time and trouble afterwards ^^
Nice little game giving the short amount of time. I missed to see how much health is left, or a highscore, a timer...whatsoever, but these are some essentials to get kinda feedback. Still: Very good work :)
Thanks for the feedback. The mentioned points along others will definetly get addressed for a fixed release ;)
I love the artstyle! And all those small details in the level design!
The music fits really good! I had lots of fun!
Personally I would wish for an indicator when one of my skills is ready again.
Thank you for creating this game <3
Thank your for providing us somoe valuable insights <3
The skills and health UI is planned, we have some great ideas on how it could look and work
Its a bit unclear how the cooldowns of the dash and shockwave work. Some sort of visual or audio feedback for that would be great. Same with damage, maybe a slightly different animation for each damage source. You said somewhere that it has an ending but I think you should at least consider turning this into a endless runner. If you stay on the level route some sort of UI for how far you have progressed into the level (on death or all the time) would be nice. Good luck with the project :)
Thanks for the insights, especially the part about audio feedback, animations and distance indicator is really valuable to us <3
Yeah, it has an ending (which is unreachable due to bad untested level design). The pun: Either you get crushed and thus terminated forever or get to the recycling bins just in time to get a new "upcycled" life. The bins even have a mystic hopeful soundtrack, too bad at current state players will not experience that part...
Btw anyone who wants to play a grpahics remastered version, this can be found here: https://github.com/NicolasBrueckner/PULS-GAME-JAM-2025/releases
Feature/gameplay wise we appreciate any feedback and will work on it in the upcoming weeks to make a finsihed little concept prototype (for the game jam, the time was too little to showcase all features).
interesting idea not sadly not that exciting cause its just a really easy runner :(
Naww, bissl mehr konstruktive Kritik (siehe https://karrierebibel.de/konstruktive-kritik/) hätt ma schon erwarten können als HSKE Mitglieder xd
Guck dir die Git Historie (https://github.com/NicolasBrueckner/PULS-GAME-JAM-2025) an, vielleicht ermuntert das ja mehr als der Build selbst ^^
Hab net super viel Zeit, deswegen wollte ich schnelles Feedback geben, weil ich möglichst viele Games antesten will :D hab meine ersten Gedanken geteilt, weil das genauso bei einem Großteil der Endnutzer sein wird :) HSKE? :0 Seid ihr die Dreities? :0
Hab auch jetzt erst gesehen, dass es euer erste Game Jam war, whooppsss xDDD
Aber wenn ihr mehr Feedback wollt:
- sehr cool für eure erste Game Jam :D Base concept drinnen, aber nicht krass polished würde ich sagen
- visual style sehr nice Idee, Farben wirken meiner Meinung nach bissle flach und eintönig, aber overall Art sehr cool gemacht und nice Richtung
- es fehlt mir irgendeine Anzeige von Fortschritt (man rennt und rennt und merkt keinen increase, also ich zumindest nicht) -> da hatte ich mir unter anderem auch bisschen steigende Geschwindigkeit gewünscht (oder kommt das noch?)
- Feedback ist recht wenig (war teils verwirrt, ob ich dmg bekommen hab oder nicht)
- ich fühle mich sehr langsam (balancing ist aber echt schwierig in ner Game Jam...), kann aber auch sehr gut an was ganz anderem liegen als Geschwindigkeit
- ich würde vermuten, dass prios net super zugeordnet waren, 80/20 Regel. Ihr habt sehr nice ausgearbeiteten visual style, aber es fehlt an einigen Stellen vom Game Feel (geht mir aber genauso... Prios sind so schwer :'))
Overall ist es aber auch nicht ganz mein Game, beeinflusst auch bisschen meinen Blick drauf. Hab viel gemeckert, obwohl mein Game auch net viel besser ist, aber das sind meine Gedanken dazu ^^
Thx Mika :)
Nicht Dritties, sondern eher kurz vor BA , aber dennoch mehr oder wniger unerfahren ^^
Ja, das mit der Zeit is so ne Sache. Gab definitiv viele Learnings bzgl. Priorisierung und Testing. Bisher sind wir nur gwohnt Games in 2+ Monaten zu machen, nicht 2- Tagen.
- Das mit den Farben ist im graphics remaster auf Github bereits addressiert, sollte mit Render Texture deutlich besser aussehen.
- visuelles Feeback kommt noch, wurde oft genug bemängelt. War leider nicht mehr drinne bei 3x Prod komplett kaputt machen und fixen
- Danke für den Tipp mit der Geschwindigkeit, da müssen wir tatsächlich schauen, wie die Immersion des Speeds aufbereitet werden kann
Your game has real potential, keep it up!
Thanks, glad you like the general idea behind it. Especially for a first time game jam we a really proud of the outcome. On friday evening it was really hard to imagine :D
We will work on further improvements for a improved/fixed release after the jam. A visual remaster build is already available on our github page ;)
A bit more visual feedback would be nice
Yeah, more and better visual feedback would be great. Thanks for the feeback :)
Is there any kind of level progress or is this an endless runner? Also I couldn't figure out how my health I have left.
Still ramming trash away and fleeing from that huge robot mashing machine gave a nice setting.
Glad you somewhat liked it.
There is an actual end point (the trash bins showed in the screenshots), but we didn't have time to playtest and balance the level and mechanics. I believe it's mere impossible to reach the end as you loose abilities for every 5 hit points received (projectile = -2hp, trash collision = -1hp, healing = +2hp).
For an actual itch.io release we'll definetly rework the difficulty. We already did a graphics remaster as the pixel perfect camera isn't working in URP for Unity Web.
I would have appreciated some kind of visual/audio feedback on which abilities are still working or if they are on cooldown. Some sort of progress bar until you manage to escape would have been nice too. As it is now, I wasn't quite sure if the game even has an ending.
The robot was quite cute though, and the big one chasing you definitely was threatening! Maybe some scary sound design like crushing noises when you get close could have elevated it to be even more stressful :)
Thanks for the feedback, really appreciate it.
A helath bar with ability icons was planned in the design phase, but not yet implemented as it was too much work for two beginner coders in such short time period. i'll let our 3d artist of the charcter know you liked the bots ;). He also worked on a graphics remaster (on github) as our intended pixelated camera isn't working for Unity Web (URP bug as it seems).
Btw yes, the end has an ending (the trash recycling bins) but i doubt they are actually reachable due to untested level design. We have a major flaw: You need your abilities to collect healing, when the abilities are locked you are basically kaputt and only way out is the crusher.