love this game - the idea is classic and works well.
The gameplay is simple but effective and gets fun to play.
Nice work!! :)
Gruff Wright
Creator of
Recent community posts
OKay I got a little addicted to that for a minute :)
You should develop this into a small rpg or roguelite to give you a replay-ability hook. earn new button types and create an array of other emergent buttons and even an inventory where you can collect thing to return hearts or make your life drain and need to collect floor chicken or whatnot.
Anyway, I really enjoyed it, thanks so much for letting me play your game :~)
Haha the guns do feel great !
I fell off the edge quite a bit, but that's cos im a dufus lol
I actually really like the aesthetic, its glitchy n almost like what a 90's impression of a VR experience might be ha
I loved your guys animations, these procedural? [noticed final IK in assets] so good if so
Congrats on sub dude!!
The trick is knowing its 3D, not 2D :) the reddy/orange you see is a spherical shape, not circular. think has gotcha a lot of people , making the aesthetic currently a bad visual design decision really ha
They orbit behind it and in front of it, but it is too bright to see this and I hadn't manged to successfully create a screen space shader that darkened it when in front and made it outline when going behind, which I think would of made that clearer to people . Thanks so much for the constructive feedback :)
P.S. There are some subtle indicators in the game; the orbiting asteroids, shade the colour of green when inside the green band and fade to red as your time on in the danger zone runs out. which is 5 seconds i think, another UI thing I could a done to add to UX but I ended up focussing the last night on making music for the game ha .
I also shrunk the colliders, to give players a better chance of bringing the asteroids into orbit and escaping the danger zone. all subtle and needed more attention for players eyes :)
Thanks so much again for playing :)
The trick is knowing its 3D, not 2D :) the reddy/orange you see is a spherical shape, not circular. think has gotcha alot of people , making the aesthetic currently a bad design decision really ha
They orbit behind it and in front of it, but it is too bright to see this and I hadn't manged to successfully create a screen space shader that darkened it when in front and made it outline when going behind, which I think would of made that clearer to people . Thanks so much for the constructive feedback :)
P.S. There are some subtle indicators in the game; the orbiting asteroids, shade the colour of green when inside the green band and fade to red as your time on in the danger zone runs out. which is 5 seconds i think, another UI thing I could a done to add to UX but I ended up focussing the last night on making music for the game ha .
I also shrink the colliders, give players a better chance of bringing the asteroids into orbit and escaping the danger zone. all subtle and needed more attention for players eyes :)
Thanks so much again:)
P.P.S - Resolution wise, yh sry about that. I did mention it in the description, to drop your browser to 80% there abouts using Ctrl & - key , but I do need to sort the webGL res out on PC browser, work wonderfully on mobile devices through browser ha
The trick is knowing its 3D, not 2D :) the reddy/orange you see is a spherical shape, not circular. think has gotcha alot of people , making the aesthetic currently a bad design decision really ha
They orbit behind it and in front of it, but it is too bright to see this and I hadn't manged to successfully create a screen space shader that darkened it when in front and made it outline when going behind, which I think would of made that clearer to people . Thanks so much for the constructive feedback :)
P.S. There are some subtle indicators in the game; the orbiting asteroids, shade the colour of green when inside the green band and fade to red as your time on in the danger zone runs out. which is 5 seconds i think, another UI thing I could a done to add to UX but I ended up focussing the last night on making music for the game ha .
I also shrink the colliders, give players a better chance of bringing the asteroids into orbit and escaping the danger zone. all subtle and needed more attention for players eyes :)
Thanks so much again:)
The trick is knowing its 3D, not 2D :)
They orbit behind it and in front of it, but it is too bright to see this and I hadn't manged to successfully create a screen space shader that darkened it when in front and made it outline when going behind, which I think would of made that clearer to people . Thanks so much for the constructive feedback :)
p.s. Subtly, the orbiting asteroids, do shade the colour of green when inside the green band and fade to red as your time on in the danger zone runs out. which is 5 seconds i think, another UI thing I coulda done to add to UX but I ended up focussing the last night on making music for the game ha .
Thanks again:)
I loved this game, the aesthetic and theming it to a doggo with zoomies!! haha
This is a solid game, nothing new perhaps but I think its a clever little take on the classic Snek game
The graphics are cute and sweet, the audio textures for catching a bone and squirrel are distinctive and the game is classic Snek fun mixed with an aesthetic and theme that I dig.
Zooooooooooooooooooooooooooomies!! Loved it
Congrats for doing such a great version of a classic :)
Hey Yarrichar, really love the concept.
Playing it i felt I needed to see the How to before getting in to the game and having it as an option to view it again while in game. With that in mind I think, it would be a cool thing to stop the clock if viewing the how to instructions. I say this because it punishes you and ends the level before you can read it the first time around.
I would also like to be able to earn Gold easily somehow to place down more towers at the start, maybe rewarding me by destroying empty wall blocks or something like that :)
Overall, I loved the overall feel of the game, very moody and clearly has a purpose, simply gameplay making it easy to pick up. Just that hard to know what to do curse with instructions on the game play screen and being against a timer there :)
Thanks for letting me play and I hope your having fun dude!
Excellent concept with an educational bonus for those who want to know more about bits. Nice gentle on the eyes aesthetic using simple primitives, but has a well formed set of simple mechanics that make it easy to pick up and play and fun to beat. I also felt the level progression pacing was also excellent
this was great to play, audio atmosphere was really cool too. Love the grey scale/ black and white styling and felt it fit the game jam theme really well. I would say it was quite innovative and the simple art style is really complimentary all in all. I really like this casual game and the UI / tutorial and win/ lose conditions were well executed IMO :)) well done
Thank you so so much for the comments and feedback - You are absolutely correct and I expect to see these glaring kind of issues ironed out in any future revisit.
I took a limited concept and provided an almost literal outcome for it really I guess, but felt it had some scope in the player mechanics of the game play, or at least I ended up thinking that ha. [actual GMTK2020 submitted version was super, super broke(sadface)]
Doh...Sound
Doh...Maps
Doh...Purpose and story driver beyond collection mechanic
Doh...Procedural gen'd stubs replaced with detailed Env props
Doh...0% 'Game Juice'
... and it goes on and on to be fair :)
The provided details here [in your feedback] have gone into the Trello for it and a they have really become the milestones for any next attempt/ revisit - these have actually been truly golden so thank you so much for critiquing it with such a pro attitude in the aid of move something forward :)
It's a back burner for now...chucked into the box with all these others I've never let see the light of day haha
Again, Thanks so much for the critique and valuable feedback, its really been very much appreciated.
Gruff:)
Thank you so so much for the comments and feedback - You are absolutely correct and I expect to see these glaring kind of issues ironed out in the next iteration.
I took a limited concept and provided an almost literal outcome for it really I guess, but felt it had some scope in the player mechanics of the game play, or at least I ended up thinking that ha.
Sorry @Cooper Anderson, I thought I'd written non diagetic UI in the changes description - my stupid bad but with respect to this question, I was going more in the vain of improving the current Diagetic UI on the space guy and ways to improve this visually :(
Sound is literally non existent in the game at this point, but I had initial delusions of grandeur that in 48 hrs I could code out a procedural audio handler for proximity to walls, collectables and textural changes to background audio based on level progress.
It's a back burner for now...chucked into the box of nothing special with all these others I've never let see the light of day haha.
Thanks so much again for the critique and valuable feedback, its really very much appreciated.
Gruff:)
Thank you so so much for the comments and feedback - You are absolutely correct and I expect to see these glaring kind of issues ironed out in the next iteration.
I took a limited concept and provided an almost literal outcome for it really I guess, but felt it had some scope in the player mechanics of the game play, or at least I ended up thinking that ha.
It's a back burner for now...chucked into the box with all these others I've never let see the light of day haha.
Thanks so much again for the critique and valuable feedback, its really very much appreciated.
Gruff:)
Really loved the concept and the lil old guy / concept of time nuance [theme was well on point, I felt and enriched beautifully by its visuals too] ...If I had a critique: there may have been better initial [forced] controller/ movement indication in the UI right before setting off, but honestly I picked it up very quickly, the visuals indicate pretty well that holding key down is the answer to whatever happens next [first time play, start screen] and it's sort of obvs it's gonna be A and D after one quick check over the usual "regularly used keys for moving in games" to get playing in the first level. However, brand new game players might not be familiar to these 'regular game controls/ keys' definitely making it a valuable addition to your initial on-boarding UX.
Loved the style [it was inspired], really enjoyed the game - My top one so far this jam :)
Thank you so much for trying it out, the video feedback and for the comment, you are so right, it bugged out, the later version available post the submission has this and reboost fixed - I unfortunately did not comment out a bit of code that stopped the boost regen occurring [as a test] I'm so stupid, uploaded some changes in a panic and of course this happened ....XD
haha thanks and well done for actually getting into game especially if you tried \PC version. my space guy was a quick nurbs build in blender and then applied s free mixamo anim to it :)
Yeah the key to getting through level was definitely gently gently or out control you go :)
Thanks so much for playing :)
I'm so sorry, I cocked up the Entry Menu UI, [see image above showing mouse cursor if you want to get in without this major fuss] :( FIXED IN POST SUB DEADLINE VERSION Here:
https://gruffy321.itch.io/out-of-control-revised-post-gmtk-submission-deadline






