Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

DIR:COGView game page

Find the keys, get the crown.
Submitted by Koiarch — 22 hours, 2 minutes before the deadline
Add to collection

Play game

DIR:COG's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#43.8003.800
Overall#53.7253.725
Aesthetics#84.0004.000
Gameplay#83.6003.600
Theme#163.5003.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Very cool game with nice atmosphere. I come to play the game and stayed for the amazing music. Sound 5/5.

The first level is the hardest, and the other are a bit easier. So from the progress this is a bit strange. But nevertheless I had a great time playing this gem! :)

Developer (2 edits) (+1)

Music is one of my bigger passions, I mostly do rap with aggressive drum, and that is how the production started (I.e. Red Key), but toward the end I ended up going for softish, less frequent drum patterns. My favorite is the song that starts when you pick up the purple key. The victory song was a last minute addition, wanted to do something that matched the visual aesthetics of the game.


The level progression was solely based on how I coded the game. I started with three ideas, I was going to have the cog system, where you would practice shooting the static enemies. Then you would go onto the top down shooter section, and only fight the following type enemies. Like the traditional zombie shooter. Then the last level would be a platformer boss fight, you can actually see a graffiti of the rat monster you were suppose to fight in what is now Level 2. (Fun fact: the teleporting in level 2, was an ability you could use in the boss fight).


What changed my mind? The platformer game wasn't really fun. Now I had already created the push abilities as a way to get unstuck, so I thought it might as well have it's own section, and you could say level 1 was used for shooting practice and flying pratice. I still wanted to do a boss fight, and the top level was very short, so I put a boss on top of the red key,  reused the player shoot function as the boss shoot function. Since the boss fight was in the top down part of the game, it only made sense that it would be the last level. And that is how it ended up in that order.

Thank you for playing my game! Your comments mean a lot, and please don't be afraid of telling me what you dislike about the game as well!


Submitted (3 edits)

Cute little game, if a bit too easy. Online leaderboards are awesome!
I dislike the discrete 8 direction steps so much though... Especially as they are arent distributed like I would expect - It doesnt put you into the closest approximation of your direction, but the one for which you have crossed the intended direction position. Don't really know how to say it better, like you made it go mathf.floor(direction) and I want mathf.round(direction).
And there a gap in the level in the top down shooter section, upper right corner.

Developer

Last ScoreSpace jam I used a static scoreboard, and after playing the games with online scoreboards, I decided that it was a must-have feature. The game was created to be short so you could run it multiple times, and restarts wouldn't be punishing. Most people seem to struggle figuring it out in the beginning but get the hang of it. Didn't notice the gap in map, will fix that!


It's the third game I have created, so I didn't really have the know-how of creating the mechanic I wanted, but I still wanted it you know. I cheesed a method that is probably very bad by using the AddForceAtAngle at +45 degree angle of the player, which is determined by the hitboxes the player last entered. In  the gif below you can see where the different hitboxes are based on the cursor location.


I.e. If you're "Down", you're launching "DownRight", if you're "UpLeft", you're launching "Left". Seems to be one of the features people disliked the most!

Thank you for playing my game and leaving a comment, I will get better eventually :)!


Submitted(+1)

Each level was fun and I even found the secret! For the rotation part I kept wanting to press and hold then release the mouse button to release me from the COG. Visuals were awesome, except sometimes it was a little dark and I lost myself/my cursor at a couple points. I played through 3 times, and every time I collected the red key my character would go crazy and fly everywhere. It always stopped after a while though. Wish there was a little more for getting the star!

Developer (1 edit)

You're the first person I know that has discovered the secret!  I could create an optional hold then release cog system, i'll look into it.  


Did the character go crazy on the red key (last key)? because on Level 2 with the purple key, it will intentionally teleport you back to where you started, I created that to make it important to do the ring collection part properly and fast, cause you're actually doing it two directions.

When collecting the star: I altered the character visuals, and the cog visuals. Do you have an idea of what more I should have done for collecting the secret? Love to hear your input.


Submitted(+1)

The game is good, but I found a glitch. I was spinning and then I got stuck in the wall.

Developer (1 edit)

Thanks for reporting the glitch! Yes, sadly I didn't think about that until it was too late and I saw people playing the game. I've fixed it in a patch I will release after the jam is over.  The only solution I have for now is, attempt to use the pushes to get yourself unstuck. Thanks for playing , sorry for that unintended feature.


(The fix was simply, you can't launch yourself when you're inside a wall.)

Developer (1 edit)

Basic Controls:

  • Left Mouse Button | Fire Projectile
  • Right Mouse Button | Hook (Attach & launch from cogs)
  • WASD | Push in direction (Agility ability)

The COG system. The direction of the launch should be where you logically would assume to be going, given the applied force.


8 Directional System. There are 8 points to launch from.


Killing Enemies. You have to kill 1 enemy in Level 1, but killing them will help your time. So it's up to you to choose what is best for the speedrun.


Getting Hit / Shot by Enemies. You can't die, but you will lose 2 seconds on your time for each hit. Be careful!


Flying System, also known as Pushes. You have 5 uses in Level 1 to get unstuck, or go faster. But in Level 2 you have unlimited uses.


Ammunition. In level 1 you have 10 bullets to kill 10 enemies. But in Level 3 you have infinite ammo, shoot as much as you wish!


Submitted(+1)

Nice game! I liked how the mechanics and music changed each level, while keeping the overall feel. A couple of times I ended up bouncing straight up and down between two walls and got stuck. Maybe there's some way to fix this, like adding a small amount of randomness to the bounces?

Developer (2 edits)

I added the "WASD" push feature as a countermeasure to getting stuck, but some randomness to the bounces would be a good idea as well. Thanks for the feedback, glad you played my game!