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A jam submission

ConTrollerView game page

A short adventure with keybinds problems...
Submitted by Visclodev — 7 hours, 49 minutes before the deadline
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ConTroller's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#27652.7223.333
Fun#35862.2452.750
Overall#36852.3132.833
Originality#42322.2452.750

Ranked from 12 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 keybinds for the mouvement are random and change every now and then, making the player frustrated and "Out of Controls"

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Submitted

Not bad game. The puzzles themselves requiring a little thinking to finish besides the controls going whack all the time, which is a take on theme I haven't seen much, is pretty good, so I'll give it that.

Overall I'll say, good job. Decent mechanic, good level design and unique music for each level, I'll say that's prettty good.

Submitted

Neat game!:)

Submitted(+1)

The presentation of the changing controls idea (click sfx, graphical mapping indicator in the bottom) make this the best execution of this idea I've seen so far. The physics were too wonky though for me to keep playing past a couple levels.

Submitted(+1)

I like the idea of the controls being swapped but the boxes were super slippery to push and that made the experience more frustrating. Perhaps this was intentional, but I think it took away from what could have been a more fun game.

Submitted

Yeah I noticed that as well. I guess it IS intentional, as it seemed like sphere or capsule collider was used instead of box collider.

The thing is, I feel like I understand why that is helpful. If the boxes used box colliders they would get permanently and easily stuck in corners and be difficult to get into narrow passageways.

I guess the best solution for this problem would have been using a GRID system, in which all objects moved in fixed steps. The level design is already fit for that, and quickly tapping to move would have made it feel more like a strategy game rather than  one with wonky physics simulation.

Submitted(+2)

Me: "WASD plz"

Viscoldev: "No..."

Developer(+1)

I prefer XMLR ^^