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A jam submission

Psychic PlaygroundView game page

A randomly generated action game using psychic abilities.
Submitted by PsychicPlayground — 3 hours, 14 minutes before the deadline
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Psychic Playground's itch.io page

Results

CriteriaRankScore*Raw Score
People's Choice#653.1953.500

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

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Comments

(2 edits) (+1)

I was one of the official judges this year, and now that the results have been made public, and I'm free to do so, here is my score and thoughts on this title:


Overall score: 8.5

Excellent game, and used a very unique mechanic. I hardly felt like I was playing an RM game! Loved the custom art assets, and the controls were smooth and responsive, something I find a rarity in ARPG RM games. My only real complaints are that I wish you could use a button to quick select skills on your hotbar instead of using the mouse wheel, and that I wish it incorporated the theme a bit more than a throw-away line in one of the endings.

Developer(+1)

Thank you for playing! I really enjoyed watching the playthrough! I'm glad you found it responsive, there was a lot of testing and changing of values to make everything work together nicely. I should mention you could use the numbers on the top of the keyboard to quickly select a slot in the hotbar, if that's what you mean. I didn't put it in the tutorial cause thought it might make things too wordy, my bad. >.<

Also, not to be too... disagreeable? but I'm a little confused about what you mean with lack of theme. If you check your video at 3:21, you can see I mentioned "reborn" in the intro as well. The golden beds (one at 29:32), also mention "rejuvenation" which was one of the three words used to describe this theme (Rebirth, Rejuvenation, or Resurrection). The player is placed in a jail in hopes of being reborn to fit society's standards, and ironically rejuvenates themselves into being someone powerful enough to make society become reborn into something else? Idk, maybe I misunderstood and the theme needed to be about a character's literal revival from the dead(?), in which case apologies. :0

Regardless, thank you for your time! ❤️

(+1)

Now that you describe it here, it makes a little more sense. But in the game it wasn't so clear, if that makes sense? Still a really well-made title 

Developer(+1)

Can't argue with that. 😅
Thanks again though!

(2 edits) (+1)

I got assigned to judge this in round 2 of the contest. Sadly it was unplayable on my PC. I don't know why but I think you didn't test against non-QWERTY keyboards and non-standard mice. Not everyone has QWERTY and forcing to WASD means you got to contort the hands on those keyboards. Please make sure the arrow keys are an option in the future.

However the worst was the mouse. I could never do the left click on the crystal after selecting the one item. I dunno if it is because I use a trackball but the system never registered my left click as a left click. I tried all the others to be sure, but failed. In the end I had to mark this as I couldn't play it too far due to being forced in a configuration that just didn't work in the end and being unable to proceed past the opening puzzles.

Hopefully you can fix that for future games.

Developer

Oh my, I apologize for the trouble. Did not even occur to me there were other types of keyboards. :0 I'll definitely keep that in mind for the future.

The mouse thing is also weird... as it should just use RM's system. To get to the crystal you'd have to mine the sand-pillars which also use the left-click, so I assume it was working for them? But not the crystal? (Or more specifically the Sand material you need to shoot to hit the crystal, as the crystal cannot be interacted with directly by left-clicking). Maybe it has something to do with using Electron instead of NWjs? I'll look more into it. Thanks for giving it a shot despite all the problems! Sorry for all the trouble again. >.<

(+1)

Yeah it wasn't shooting it at all. I tried all clicks, tried moving it elsewhere on the bar, tried all that I could think of in the time I had. I do wonder though, I also didn't choose the class that it first had up and picked another. Maybe that is the cause? I don't remember what the class was now its been a while.

Developer

You're all gooood, it was definitely something wrong with the code, I'll figure it out 🤔 Thanks for the follow up! ^^

Submitted(+1)

I had a lot of fun playing this and was incredibly impressed by the overall aesthetic of this game. I thought the dialogue was punchy, witty, and just overall well done. I definitely did a lot of wandering around, trying to figure out what to do, but even with that, I had fun. 

The opening commercial had me laughing and impressed by all the ASCII art! 

Great work with this!

Developer

Thank you for playing! I'm glad to hear you enjoyed it. :D

(I'll let you in on a little secret, the ASCII part is actually just really terrible doodles done in Paint. PIXIjs just has a neat little ascii shader that I managed to set up and use. :p)

Submitted

Honestly, that makes me love the ASCII part even more.

Submitted(+1)

So, from a technical, UI, user feedback and coding standpoint, this is nothing short of impressive. Namely that it was customized so heavily that this could be made in another engine and nobody would be the wiser. The game is focused on shooting and mining, aspects of combat is also done to spice up the mix. You are given stats to upgrade your parameters as you see fit. Once the tutorial is over, you get this massive sandbox of playground you get to play around in, as per the title says.

For what its worth, the overall game is impressive on all fronts and the story, while comedical in nature and a little simplistic with little depth to it, it works as a game of sorts. But let me just say this, this isn't my type of game. And after playing for a while I started to think it was a chore. Namely that this type of gameplay genre isn't something I particularly liked and thus my patience runs a lot thinner than genres I do like, so my impressions do not follow suit with others.

The other fact that you're given no end point (or proper quest direction) makes me feel like I'm just troggling along to the point where I stopped playing at the sandbox area. There is no emotional investment for me to patiently want to finish the game. Hence I had to put a halt to my progress. Stuff like not knowing the number hotkeys until I check the menu and stuff are all on my end, though it does hamper my enjoyment when there's no indicator of what to use. (In addition to all the whole shooting thing and managing skills and resource management.)

Do not take this as a negative, this is mostly me playing something that isn't for me. I respect the amount of effort done to this, no doubts about that. And considering your background, I don't doubt that its a massive highlight of your skills as a programmer (and artistry to some extent as well). Keep up the great work as always.

Developer

Thank you for the feedback! And yeahhh, that's fair. The sandbox area didn't turn out as cool as I'd hoped, maybe could be more interesting with more development timeee. >.< Sorry about the lack of direction as well, once you obtain a map, you can return to the original cave and talk to the tutorial guy, and he will mark where to go. But 100% my fault for not making that more obvious. Probably should've finished that hint system I was too lazy to makeee XD

Thanks for playing however!

Submitted(+1)

Really love the mechanics of mining materials and chucking them back at enemies!

As expected, an excellent display of coding prowess for this to be made in MZ. Would definitely love to see what this could have achieved with more hand-made maps as you have mentioned ;)

Developer

Glad you thought so too XD Above everything else it was the mechanic I was most excited about, really should've focused more on it.

Btw, been super excited to play your new game, Buffet Knight was an absolute masterpiece. >.<

(+1)

Nice!

Developer

Thank you kind sir.