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SWIFT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #5300 | 2.550 | 3.250 |
| Audio | #6251 | 2.157 | 2.750 |
| Creativity | #6973 | 2.451 | 3.125 |
| Artwork | #7470 | 2.059 | 2.625 |
| Narrative | #9142 | 1.079 | 1.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game's level loops from left to right!
(Optional) What would you like to be called if GMTK features your game?
splet
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Comments
satisfying sfx, simple and clean art, the gameplay was very fast, was quite chellengining for me actually but I enjoy that experience. solid game!
This is fast. This is cool.
Main problem for me was, that I did not have a "feeling" of where I was, as it is fast and the background/ graphics does not change much/ has many distinguishable parts.
Did I mention I like the fast pace. There are so many very slow games in this game jam.
good to note on a feeling of place! the map in the background was my halfhearted attempt at piecing together a proper sense of direction in the game, but having proper setpieces would 100% help. thank you for playing and for the feedback!
I reached 275 points in the end, speedy games are tough, but I love how everything about this game leans into speed being the focus. It's difficult to believe this is your first jam!
The little detail of the more zoomed-out map in the background is really cool, and very much helped me catch the turrets on the ground.
thank you for your feedback! i'll probably be touching on making the game more accessible - less super duper speedy - in the post-jam workflow. cheers!
Managed to get it running! The looping level is pretty cool - I like how while you stay in the same space, it gets more challenging as you progress while staying familiar. It’s also fun looping back around to enemies you missed the first time.
I think the game is maybe a bit too fast. I know the challenge is to avoid the walls, which wouldn’t work if you were too slow, but you move so fast that I can’t really see anything. The enemies are tiny and are only on the screen for a split second, and the bullets are so fast that you can’t react to them. There also aren’t very many landmarks in the map to judge distance by, and the distance markers are impossible to read at such high speeds. I suggest finding a middle ground where movement is still challenging, but where the player can keep track of what’s going on.
Overall, a fun high-action entry :)
absolutely hear you here! i'm surprised at how fast some of you all are going left or right while playing, haha - i'll probably address these issues post-jam! bigger enemies is absolutely on the docket because those guys turned out wayyyy too small. thanks for playing!
I didn’t notice any horizontal air friction. So you move slow at first, but if you hold a direction for a few seconds and build up to max speed, then you’ll stay going super fast until you hold the opposite direction. That might be why people are going so fast - it’s kind of hard to stop, lol.
yeah that absolutely happens; no air friction, but there IS friction when you're scraping against the floor or ceiling. when i was playing, that's more how i'd play - not in the air but on the ground! so i guess it's my perception of the game coloring how fast i go, haha
Oh! I thought that would kill me…
oops! lmao i guess it was a vision thing on our end! no worries, still very funny to hear other peoples' angles on my mechanics
Whew, this one is fast-paced! Maybe too fast-paced, actually - I moved so quickly the tiles appeared to be moving backward, and couldn’t even read what I assume were distance markers of some kind. Most of the time that wasn’t a problem, though once the floor-mounted enemies started showing it up it made it tricky to actually hit them (I’d fly right past them…!).
In other ways, though, I think the pace could stand to be increased. Enemies didn’t show up that often, and those that did were quickly dispatched by just shooting backward consistently. Maybe there could also be some kind of “ammo” system, to discourage that strategy. I think the floor-mounted enemies could also be introduced a little earlier, since as-is there were a few minutes of very similar gameplay (which I found pretty easy) before things started to change and become more challenging.
Here was my final score, not sure if it’s good or bad:
good input! i was considering adding ammo, but i started a day late and sort of kneecapped any more ambitious changes like that. oh well!
but you're totally right; gameplay-wise i'm happy with how the game handles but not how it scales. again, for post-jam, but yeah! thanks for playing!
~8000px size seems about right for most peoples' first times playing, so you did pretty well, btw
unable to play the game as I am on Mac :/
i should've added an html build! shoot, sorry about that; i'll have to update the build after voting's over
Super fun!
I liked the idea of the loop being used and I found the audio design and art to look (and sound) very good
cheers! thanks for playing; i'm glad you enjoyed the sights and sounds!