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Cleanpoint's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #67 | 3.674 | 3.750 |
Graphics | #122 | 3.674 | 3.750 |
Authenticity (use of resolution) | #124 | 4.491 | 4.583 |
Overall | #193 | 3.307 | 3.375 |
Audio | #345 | 1.388 | 1.417 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Yes, with music composer
Was the resolution a challenge?
Yes, but i like difficulties of that kind
What did you learn?
I can't realise ALL I IMAGINE
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Comments
Nice idea, I liked the shop and customization system in particular, the enemies were annoying at first but once I reduced their numbers they weren't a threat. Cleared the game after 3 tries, it was fun.
Really cool idea and art style! I think that the enemies weren't threatening enough, I could just line up the boxes in the two middle columns and easily win without having to shoot or use the shop. Also I feel like sometimes my movement inputs didn't register when trying to move one tile at a time (maybe there is no buffering and I was pressing during the previous move?). I won't take this into account when rating since I was using Wine/Linux and it could be on my end. Nice to see that you plan on continuing to work on this game!
Fun concept, very chaotic! Lots of meters but I mostly pay attention to the timer. Pushing boxes into grinders is fun when you get the hang of it. Very hard to handle all of the enemies; I had the best luck doing what I could with them while mainly focusing on scrap collection. The graphics are very simple, but are very appealing. Some sound effects would have been a nice addition.
Yes, enemies are very annoying. The best tactics to dealing with them is to lower their number before they spawns, no need to kill them all =)
Thank you for playing!
Neat game, very unique! ^^ its so chaotic to balance both shooting and moving boxes, I end up just moving the boxes quickly and ignoring the combat all together, maybe just a bigger level with boxes in different rooms would incentivise to use all the mechanics? Great game! :)
Yes, i think so. Will do bigger levels in post-jam version. And sounds, haha.
Glad you like it, thanks!
Great game! I took me a minute to get the hang of it but once I did I had a lot of fun! Moving the blocks around while trying to avoid damage and shooting is a little chaotic but in a good way! I think a few levels of increasing difficulty would help the learning curve of the game but I enjoyed it all the same. The song in the trailer was great too, look forward to the version with music!
Thank you for playing! And for advice about levels.
Congratulations on making this game ! I've played your game during a live that you can watch here :
The live is timestamped so you can go directly to your game.Thank you for being here during the live. I hope the feedback and live reactions will be useful. Keep it up !
Interesting idea you have with this game (and nice to see another pygame user). The shooting and blocking pushing mechanics felt quite polished and fun and worked well together. I think the game could work better if the pacing was slowed down a bit though.
Also, for some reason I the game didn't have any audio for me. I assume that wasn't intentionaL?
Haha, Pygame rules!
There is no audio in game, i did not have time to plug-in it to the game. But i already have a 16-bit soundtrack, composed by my friend, Mikhail Panin =)) Post-jam version will have it.
Neat concept for a game. The idea of a fast paced shooter and a methodical puzzle game shouldn't mix, but it was interesting having to push blocks under pressure.
My major issue is that I wasn't sure what I had to recycle to win. I won after a while by just throwing in random blocks.
The time continuing in the shop is interesting, but I felt too stressed to think so I mostly just slapped on random weapons. Maybe time could keep going, but at half speed or something?
Other than that, the graphics look quite nice. I like the shadow effect. It adds a lot of depth to the visuals.
I'll be thinking how to improve motivation of the player to move all this blocks around, thank you.
About running time in a shop: this feature comes from HARD game mode. In later versions player be able to choose level of game difficulty, but in this version i decided to mix all in one difficultty level.
This was cool! It was very chaotic at first but once I learned how to play I enjoyed it. I was impressed by the in-battle graphics and the fact you managed to implement a full shop interface & upgrade system with so few pixels. I think sound effects will add a lot of juice to this!
Also I think I won with a single second to spare :)
Thank you for playing the game=)
Yes, there will be post-jam version with corrections and new content. By the way, shop system had to be more complicated, but i'm ran out of time.
Very fun little game, I like the mashup of different genres together! I'm really looking forward to the updated version with the music and sounds, I'll definitely want to check it out.
One small critical feedback, the UI (tutorial) is not so understandable you might want to work on it. But don't worry, if you play our game you can see that we did a much more terrible tutorial! xD
Hey, thank you for your time and feedback! I tried to do tutorial as simple as i can, but it is not so polished. I consider to improve it=)