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Mayhem Belt's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2809 | 3.016 | 3.016 |
| Artwork | #3299 | 3.197 | 3.197 |
| Enjoyment | #3604 | 2.984 | 2.984 |
| Creativity | #4964 | 3.000 | 3.000 |
| Narrative | #5032 | 2.115 | 2.115 |
Ranked from 61 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?
An asteroid belt is a loop of rocks!
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Comments
Cool game! I liked how ship controls, reminds Elite Dangerous on No Man Sky when you are dodging asteroids or trying to land. Didn't understand how to use transportation hook, I need to go it through asteroid to give it some force?
If you click on the thing you want to drag it gets highlighted, then push T and the tractor beam target will show up. Then put that by the asteroid and it will be attracted to it! Thanks for playing!
The graphics and sound design are really cool! The gameplay is cool but hard. I would have liked to explode when I died instead of just being told that I'm dead though, that's my main feedback!
The game has a fun interesting and unique control system. The main issue i am having is that there's an information overload and too many keybinds to keep track off. Having simpler levels that introduce the controls in a more controlled manner would help (the way you introduced the blink mechanic was really good!) Other than that in order to test the player mastery of the controls you could include a time trial.
The drifting mechanics are really fun to move around with and the blinking takes some time to get used to but also is a pretty great mechanic. Something that'd make this game better is perhaps adding more "JUICE" , adding trails. making the screen shake on impact, and stopping time on impact for both the player and asteroid. Other than that this is a pretty well made game considering it's a first. Congrats and submitting aswell, submitting a jam game already makes you into the top 25%, and it should be something you're proud of
Best of luck with your game :)
You're totally right about the "JUICE", haha. We just kept implementing mechanics and left too much to crunch time at the end, haha. Noob mistake.
Curious about the stopping time thing. Does that make it feel more impactful when you hit something?
Time stopping, or Hitstop you basically set the Time.timeScale in Unity to 0. then set it back to 1 after a split second. Alot of games like Street Fighter, Hollow Knight etc use this to make hits feel more impactful. stopping time for a split second when the player gets hit also gives the player time to recollect themselves and quickly think of a way to get out of a tough spot.


In general it really adds a heavy punch to each hit and makes it feel more satisfying
Thanks for the reply! I didn't know this was a thing. I'm going to have to use this in my next game. You're right this would have been sweet, especially when the shield breaks, or maybe when you take physical damage or something?
Good stuff! like how the ship drifts like real space! We had the same idea lol.
Originally we didn't even have the brake, so you had to counter-act every bit of movement. The team made me take it out, but I love games that do that!
I was very surprised to find myself in a full on initial D space game but it was so much fun. I found it was actually really difficult initially to manoeuvre the ship but once I got the hang of it it felt really rewarding. This is a super impressive game to have made given such a short time. Well done!
It is a very decent game! I saw that this is your very first game jam, and this is very surprising that you are able to deliver such comprehensive gameplay for your first game! Congratulation! I think the difficulty handling and pacing could improve, or maybe just me not super good with game with such big inertia. But anyways, good attempt!
Thanks! It's not you, haha. If I have any regrets it's that we spent way too little time making levels and tuning compared to how much time we spent on adding mechanics. There were a few that didn't even really make it into the game. Ahh well, next time!
This game is fun, and for your first game ever it is simply great. The idea is pretty smart, the connections between loop and shooting asteroids is interesting lol. Artwork and audio are pretty good. Narrative isn't there which could have been interesting (why are we shooting asteroid belts) but it's all good.
Other comments have mentioned the things I wanted changed like better tutorial and old crusty dying ruining the game. One that I didn't see mentioned is maybe having more control over the laser, so less bursts that deal more damage. That could just be me however. On the other hand a mechanic I really liked was strafing, it's hard to see that in games and it just makes movement so much smoother so hats off to you. Congratulations on making an awesome first game!
Haha, yeah. Originally we were going to lean into the asteroid loop thing a lot more, but when we tried it out it was too lame, haha. Thanks for playing!
I think you're right about the lasers. We intended to make them 3 shot bursts or semi-auto or something to make people more strategic about them. We also had a whole turret/targeting mechanic at one time, but it didn't end up fitting the game very well. (what fun is letting the turrets kill the asteroids for you?)
Neat game! The ship mechanics are quite fun, I really like the slidy speeds you can reach and start tokyo drifting your way through the asteroid belt. Took me a bit to get a hang of guiding old crusty, but honestly it was really rewarding once I got used to it. My main critique would be that the tutorials could use some work- the game throws a lot of information at you at the start that's hard to remember, and at the start of level two it took me a minute to realize that "selecting" an asteroid meant clicking on it. Also, when I broke old crusty in level 2, the game did get in an infinite loop of saying I lost. (These things happen with jam games lol) Despite that, very cool game! Really loved the movement mechanics and the tractor beam mechanic especially was neat.
Thanks for checking it out! This was our first game ever, so I'm glad people are enjoying it despite it being quite rough around the edges. Really enjoyed your game as well!
Very fun game! I can get down with a game where the challenge is in the controls. There's a lot of mechanics packed in for such a short dev time.
A lot of fun ideas in this one. It definitely reminds me of the some classic games. The controls were a bit too much for me, but I also don't think I'm the normal target audience for this type of game (too floaty/too many buttons/etc).
I do think there is a lot of room to expand by utilizing the 3D space more effectively and fine-tuning the controls.
Thanks for the game.
For some reason the web build of this game just crashes for me but sometimes works fine so I don’t thinking that is a problem. All it says is that it couldn’t render the whole game and just crashed. Still the game is fine!
The ship felt great to move around. Really liked the blink mechanic.
pretty cool game, as a consumer of space, i indeed enjoy the way that space is represented, as it is appetizing, it almost feels like i could eat the space. the space looks very crunchy, and like it is very savory, with a touch of sour and bitter to round it out. overall i rate the space 8.5675/10, as i feel that it is lacking in tanginess.
I refrain from rating this game because it’d be biased as hell. Super cool to see tierzoo branching out and trying to make games though!!!
tierzoo!!
indeed, an enjoyer of fruit loops
simple to this game is Who like space need to try this one!
If possible, can you please vote my game and leave a comment too?
This is a decently neat game, but it honestly doesn't look that good to be honest, with a lot of very different designs used, like the low poly rocks, with the randomly blocky ship. I also think the lasers are kind of poorly hitboxed it seemed that made it a bit more difficult to destroy rocks, and the sound got a bit tiring pretty quick, but it seemed decent enough movement wise, I don't fully understand the decision to add the blink, feels very weird in 3D space
it was our first game ever!
Nice! Good job on making a game, my first game was certainly never the best!
Sick game! I'm a space nerd so def loved that aspect. I really like the design of the second level and how the tractor beam works. Crusty is my goat <3
Really fun! I think the movement system is very fun to mess around with (though i do wish it was a bit more snappy and less floaty). The second mission is also way more fun than i was expecting once i saw the objective. Though i didn't like the fact that you can get double hit in the span of half a second (having some sort of invincibility frames system or a hit buffer would be nice). The UI is also quite hard to look at, especially the text boxes. I think the red "play area" boxes are also very intrusive and distracting - they could've been replaced with something that stands out less. I also think the lasers and the blink ability should have a longer cooldown - you can spam them very often, additionally the shield should recharge on some factor other than time because otherwise its very easy to just wait out the shield recharge every time you get hit. I also would love to have an in-game timer or maybe even a time limit - it would pressure players to take more risks and actually reward good movement.
The visual and audio design is bearable (other than the aforementioned text boxes).