very addictive! your interpretation and execution of the theme is very creative, nice work!
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Dopamine Drop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #173 | 3.643 | 3.643 |
| Creativity | #186 | 3.786 | 3.786 |
| Overall | #235 | 3.643 | 3.643 |
| Presentation | #364 | 3.500 | 3.500 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
Solo Incrementing
Newbie?
Nope - I've completed at least one game jam before.
How does your game fit the theme?
You drop a dopamine molecule, when it hits stuff, the dopamine hits get converted into motivation. The goal of the game is to get a bunch of motivation so you can stop playing the game and just get started with whatever you are procrastinating.
Comments
I really liked and kinda addicted to it. I would've played a lot nonstop if it's more contently full
Interesting block breaker where you build your own obstacles. With cleaned up graphics I could see this being an excellent mobile game. You may want to think about having at least 1 starting block already on the screen to draw the player's attention, it took me a but to figure out the bouncing was the source of currency. And you may want to experiment with having timed phases. So 20 seconds firing, then 20 seconds placing, then back. It may add to the excitement of the game. Unless careful strategy is what you are going for.
This was fun! I didn't get it initially because I thought I had to shoot at some enemies but it clicked when I randomly shot the wall. It was really satisfying seeing the motivation go up once I got to put a lot of walls! Great job!
I love a good number go up game, this was a blast thank you for making it!
I really don't have many suggestions other than maybe a way to delete tiles you've placed? if that open is in there I did not see it
1. Do you have walls? If it says Walls x0 in the inventory you can't place anything. I made it so the first purchase in the shop "unlocks" the item, but you need to buy once again to actually buy them. (Probably bad game design on my part)
2. I think it can be buggy sometimes but I can't reproduce this error, try switching to shooting mode and back to build to see if it works. One thing is you can only place within a specific area (which I unfortunately didn't have time to show as a QoL feature), try placing in the middle to see if that works. Sometimes just clicking might not work, so hold down left mouse button.
Great game! I did not immediately figure out how it worked. was almost ready to give it up, but when I figured it out, I really liked it! It seems so intuitive now, that I don't understand why it took me so long to figure it out.
I especially like how you incorporated the jam-theme into the game! very original :)
This game was great. The only issue with it was how the gameplay went from frequent actions (in the early game, when balls despawn quickly) to very rare actions (in the late game).
but that kinda build into the narrative theme of how you complete this game by getting enough motivation to do something else - by the end i definitely had enough motivation to leave aha, because id spent so long sitting and waiting for my dopamine to hit the bottom.
I understand your concerns, I think the rare actions problem could be remedied by having more predictable movement in the game and more precise items. Due to gravity and built-in physics, the game is very chaotic which probably makes the late game more luck than skill, unless of course you enjoy just watching a ball bounce around everywhere. I will keep this in mind if I pursue the idea by changing the mechanic in such a way to mitigate that problem.
Thanks for the insight!


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