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A jam submission

FuseroView game page

Submitted by lolkira24 — 30 minutes, 41 seconds before the deadline
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Fusero's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.2734.273
Theme#53.3643.364
Overall#63.4853.485
Audio#73.5453.545
Visuals#73.6363.636
Accessibility#73.0003.000
Itch page & Marketing#83.0913.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation
I incorporated the theme by having the player fuse together with abilities in order to complete levels

Development Software
Godot

Accessibility
I made sure the game will be accessible to people by having playtesters and thoroughly balancing the difficulty to not be overly hard

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Comments

this IS a game !!!

Host(+1)

Apparently am really good at this! Beat Kira's time on lvl 24! :P 

I enjoyed!- and hopefully the live feedback was useful!

Submitted(+1)

For me the game was fun and the difficulty ramp was going well until the last level…

My favorite power up was the one that turns you white, my least favorite was the explosion one, I think it needs a little more power to be good, sometimes it doesn't delete the ones it should
The one to destroy walls is ok, nothing much to say about the ones that scale the size for how normal they feel, I like there is blocks you only can go across based on your size but the parts where you need precision I feel mixed, can be good and fun or can be annoying based on the setup of the level
I would like a little more of simple levels with the teleport and the bomb power because those get presented at the late game only to be used a few times and I think the way those got introduced was fun

About the song, I think it can get repetitive fast and I think it’s due to the pace of the game, it plays fast so for me I had to turn it off and put more variety of songs. The sfx of the pick up power ups it’s good. The visuals are simple but I like them because it’s clear what you need to clear the level and never got confused when I saw them and I didn’t get tired of seeing it


About the game, I think this would be a good community game where you could put a level editor and let people upload their levels, or I thought that after the last level. About the levels, I like them, they are simple and fun and if I ignore the last one, this could be a very fun and short game. About that, I actually got frustrated for how annoying the start is on the last one, my main issue aside how claustrophobic it feels, the power up at the start feel very “slow” for how much I had to restart, the little pause I have to make each time I pick up the teleporter and how I have to maneuver to get the break wall one feels weird or the flow feels more difficult than it should, if the teleporter was the power up that is close to the wall and the break wall was more far from the wall, it would be more manageable and fun, it could let you have more starts and not be a restart fest


In general the level would be more fun if it wasn’t a precision test all the time, the backtracking of the 3 powerups is fine and the part of the big scale and small scale precision part is ok, those weren’t hard but the parts where you are at normal scale and have to go through small spaces all the time, it gets tiring, more in the teleporter into the bomb part at the end, it feels more harder than needed.
I understand the want of making the last level hard or going “full or nothing” since you can see how much you can test the system and stuff, I see this in jam difficult games but I feel here it kind of dropped the rhythm of the game for the sake of just being difficult or test the player skills… I actually spent more time playing the last level than the other 23 levels, at some point I got constant and reached the last part but idk, it feels bad to play in overall for those little decisions about the spacing and power up position…

Though, that doesn’t remove that the game was fun until that point and that this could have more fun levels. I’m happy you tried to make a difficult level, it’s hard to balance them and make them feel ok, so despite me being here saying all this, I’m happy to see you trying stuff like this since sometimes it’s needed and it’s good to see something hard from time to time haha ^^

I don’t think I have more to say, fun game! :) My clear time on the last level


Developer(+1)

Congrats on finishing the game, and thank you for all the feedback! The music being repetitive is understandable as I don't often make music, but I'm glad the SFX was at least fine. As for the last level, my goal in mind was to use all the powerups and create something to test the limits of what the player can do, mainly because I wanted to play through it as I love precision lol. This level was also designed before I nerfed the rest of the game beforehand in order to be more gamejam friendly. In hindsight, I should have just changed level 24 to be more in line with the difficulty curve, or at least have listed it as a much harder level than the rest, because I definitely agree that it doesn't follow the difficulty curve and the sudden spike could be jarring. I am glad that you liked the rest of the levels tho! I hope the last level didn't effect your experience too much. Thanks again for playing!

Submitted(+1)

I see, probably if you kept the original levels, the curve would be nicer haha, at least if the player get to the last level they would be more used to the difficulty
And it didn't affect my experience, just was the start of that level, and it's nice to see you did it to fit your likes and to test the game, I like when creators do that :)

Submitted(+1)

Loved the game! Had a lot of fun playing the levels where picking up big upgrade was optional in preference of the small and fast upgrade! Gameplay loop is really fun, found myself always trying to get a better time like it was a time trial in a racing game, trying as close to the corners as possible.

Couple improvements I would suggest:
- Controller support would feel incredible for this game!
- A leaderboard and save system would also be amazing!

Overall had lots of fun, great submission!

Submitted(+1)

Last level is EVIL

Jam Judge(+1)

I really like rage games for jams !

The different abilities allows for different paces, but also different playstyles : the small one requires fast direction changes, while the big one looks like a car in a narrow road.

The music was chill, giving a good atmosphere, but mabye too repetitive.

The near 1-bit artstyle was pretty readable. Makes me think of Flash games.

I can really see this with some gold times to beat, and I had another very good idea... but i forgot :(

Good game !

Submitted(+1)

Plays really well! And I really liked the music, for me it didn't feel repetitive, although I understand why one could say that. The graphic is simple, but neat and clean and suits the gameplay nicely. I agree with Kelvin about some disjoint between block visuals and buffs, but I also think it's perfectly fine for a game jam.

The last level felt much harder than the rest, but I liked the idea of incorporating every power and making it an ultimate challenge crowning the progression.

Also, we are not on speaking terms with the teleporter.

Submitted(+1)

A simple game executed decently well. It does feel like you had it playtested and tuned well. It felt hard but not overly unfair. I like that some levels have a bit of a puzzle elements.

Some things I would suggest to make it feel better to play:

  • Have a bit of leniency on the player collision detection, especially on the "tail" of the ship. Because players is looking at the nose of the ship most of the time, when the level fails because you clip the tail it feels pretty frustrating. There's so many times when I just rotate the ship and die because the nose fit a space but the tail is too wide.
  • The design of the obstacles are distinct enough, but isn't very intuitive. They can get confused to teach others pretty easily.
  • I would have liked a short animation when you get a new ability. Right now there's a very tiny pause when you do, but I'm not sure if it's intentional or the game lags. I think an explicit animation and short duration will give the player enough of a break to readjust themselves when getting a power up, especially on the teleport ability for example.
  • Having the game auto restart a level. Manually restarting a level when you die is enough of a minor convenience to turn players away. Also pretty minor I guess, but since the game is played wholly with a mouse, I would have like to see all other buttons be situated so that they can all be easily pressed with the left hand (so the Pause menu shouldn't be bound to P for example, or advancing text shouldn't be Enter).
Submitted

glad to see i am not the only one who had to retry a lot :p

Stream Absolute Cinema by Emulated Humanoid | Listen online for free on SoundCloud

Submitted(+1)
  • Someone made a rage game for sure. I quite enjoyed it. The graphic is very simple yet clear, reminding me of those old Flash game era games. Gameplay is a big challanging, but man oh man, the last level (24) is hard. Controls are super tight, especially with the quick turns and short teleports. Not sure how many tries, but it should have been more than 50 tries to get it done. Give me some Point Perfect war flashback, not going to lie. But overall, this is really well made and polished! Well done!

Other things I like:

  • Nice tutorials and game progression
  • Each power-up felt unique
  • 24 levels are a lot for a jam game. It felt like one of those free released stuff on Steam already
  • Speedrun potential

Suggestions:

  • Music is nice, but it felt repetitive after listening to it for a while
  • Some blocks (especially the one allowing the large arrow to pass through) felt a bit disjointed with the power-up. It would probably need some graphic redesign to convey the information intuitively
  • I think the standard moving speed is a tat bit too fast
Submitted

When the player's character traveled in such speed, I knew that, this is gonna be a very difficult game for me. I wasn't spending too long time on each level much, but the level 24. And I couldn't get past the level 24. It would be good if I could see the entire level before beginning the level.