Very nice use of the theme. If there was one thing I'd change it would be to have the spikes visible all the time. Having to scan for them makes the challenge more one of memory than puzzle solving. Having a light that works in reverse (i.e. makes red things disappear) might be an interesting alternative.
Play Radials
Radial Shift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.290 | 4.290 |
Theme adherence | #1 | 4.600 | 4.600 |
Fun | #1 | 4.040 | 4.040 |
Originality | #2 | 4.320 | 4.320 |
Radial Menus | #5 | 4.200 | 4.200 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Pretty cool interpretation of a lemming game. The hidden traps are kinda annoying. The graphics looks extremly cool also the shaders are beautiful!
Pretty cool interpretation of a lemming game. The hidden traps are kinda annoying. The graphics looks extremly cool also the shaders are beautiful!
The theme was really well done. You did a great job on the art and mechanics. The music was great as well, but I wish it didn't reset the volume every level.
you asked for feedback, so sit up straight and pucker your face holes -
you're very visual focused, which is nice, but people don't need nor want stellar art to enjoy a game
humans play video games in their laziest of states. jam devs are kind-hearted, and will not drop the game as fast as someone would after coming across it in the wild. work around presenting low commitment and constant reward.
the music slider setting doesn't seem to last into the actual game postprocessing settings benefit from a checkbox to disable them altogether good job having audio sliders, you've definitely done jams before the start screen has the perfect balance of visual information and attention to colour pallete by the second level it felt like too much commitment to progress.
also, have a witchhunter for your troubles good sir
ps. my final piece of feedback, going through your post history you seem to be asking a lot of people to play and rate your game.
think of it this way, if you play someone else's game and leave a really good impression by going out of your way to be invested in their game, and leave only sincere feedback - if that person is ever worth your time interacting with, they will more than simply give your game the time of day, they will return your kindness.
asking people to play/rate your game is more likely to be seen as you projecting the anxiety you feel when you realize that you might be pushing yourself too hard to be positive. it conveys panic and/or can be seen as a coercion, eg "i did something for you, now pay me back".
now for my comment history, the thing is yesterday morning(my time) my game had 2 comments and i wanted a lot of feedback cuz i want to submit this game into another jam that allows past submissions so i wanted to find all the flaws of the game and correct them before submitting people were rating my game but none were telling me its major flaws so i tried to take thins in my own hand and ask them to tell me about what's bad but now when i see ur POV this seems something i shouldn't have done either way i already did it and now have a lot of feedback from it ! thx for ur comment and i will consider all those for the future Jams. :)
thanks for this piece of feedback the slider bug did't happen in the editor, the game being rather visual focused is due to me beings a artist before a dev so my artistic eye kicks in all the time, i see the post processing thing but the game benefits form that a lot, below is a screen shot of the game without post processing- tell me what u think about that screen shot. i have to say it is not that bad but with post processing it becomes much better
now here is the same scene with post processing , i think it adds a charm to everything
every time you take control away from the player, you're telling the player you don't respect them.
Nakey Jakey has some helpful things to say from the consumer's perspective
letting go of perfection and sharing your creations with people rather than letting them play your games is a lot more respectful.yes, you're a fantastic artist.
yes, your artistic vision will be brutalized, but you will make far more happiness in the world each time you upload something that lets people decide on their own what they enjoy.
Definitely a aspect that I didn't think about, just finished watching the video understood what u were saying and now I totally agree, I've played games like those.i feel nice when the control rests upon me!
Now the only thing that I will be searching about is the balance cuz giving too much control / options sometimes can lead to frustration and can increase the development time also.(Here not talking about just art but far beyond that like unexpected way of completing a level,i.e for my game was the second last level u could flying them with the box.i initially thought of fixing it as a bug but now I will reconsider those kind of choices)
A very very big thanks to you for the help.
Really a great variety of cool mechanics!. And, surprisingly, they are perfectly combined with both the radial menu and the theme. I agree with the previous commentators about the mouse wheel and default scanner. But the error is not on the third level, but on the fourth. And on the third level there is an unexpected way to pass. You can transfer all three characters through the hole by simply kicking them harder with a box)
This is awesome dude. Great integration of the theme. The art, vfx, music and sfx were all super polished, the only weird thing I noticed was that the music in game was louder than in the menu. I unfortunately encountered a glitch where ever after beating level 3, it didn't end, but I still had fun with this. Only other thing I'd suggest is maybe making the light default to the scanner, and then you change it to the selected light when holding down a button (left click maybe), just to prevent the times where you have a blob in the middle, and you need to change lights for something somewhere else, but don't want it to accidentally move the blob in the middle. Great job though, definitely the most polished game I've played thus far!
I really like the idea of the different power on the light source. Menuing between the different lights was a little annoying tho, maybe binding it to the mouse wheel would make it a little easier to use. Visual and juice and everything else is on the spot! Good job!
Really interesting game here. I like the visual style a lot.
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