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A jam submission

Getsumen GumiView game page

Moonface building crew!
Submitted by OMGTopBoy (@omgtopboy) — 2 minutes, 53 seconds before the deadline
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Getsumen Gumi's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#63.5003.500
Creativity#63.9383.938
Use of Console#73.4383.438
Fun#83.1253.125

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Discord username (Optional)
@OMGTopBoy

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Comments

Submitted(+1)

Woah cool scrolling intro. And I really like the way the whole screen scrolls in response to crank in the help. Cool isometric view. I didn't notice the indicator showing me where to go the first time (I don't know why), but when I did... ahh! Let's get the cheez!

Submitted(+1)

super cool game, and i love the isometric visual style! feels great to pick up momentum and score the cheesent before it melts away. i would echo what others were saying about having some more degrees to the rotation, and i also wouldn't be mad if the collision boundaries for certain obstacles were tightened up a bit (for example, grazing a rock from its side would bring me to a complete stop as if i'd ran straight into it, and that kind of situation was hard to get out of). this game is super cute and charming, i'd love to see you keep working on this and other playdate games — my TOP TOP SCORII is 06:17!!

Submitted (1 edit) (+1)

I was really impressed with the how ironed out the style of the game is for a jam, really well done there! I think the gameplay has potential to be fun, but in its current state I had a couple big issues that held it back for me.

I think the driving really needs some work as it just doesn't feel good to me right now. I would second Hekhound's comment about analog rotation - I think the 8-way makes the vehicle feel like its not very responsive to the crank, yet in 8th increments it actually turns on a dime no matter how fast you're moving.. it just feels very unnatural. You might even be able to get away with still drawing it as 8 ways but having the movement based on analog rotation, I think that might still feel intuitive enough to seem natural, though I could be wrong on that.  You might also want to try limiting the actual turning speed so that your turning radius isn't always effectively zero. It also feels like the vehicle moves faster horizontally than vertically, though I think this might just be a consequence of the game's current isometric perspective and not really a huge problem on its own.

I also feel that the refueling mechanic doesn't really add anything to the game in its current state. It doesn't encourage the player to play any differently than they otherwise would - the craters already slow you down a lot and taking a long route is also going to slow you down a lot. It seems like an added slap in the face that slows the game down even more as a penalty for being too slow.

Sorry for ripping into your game! It's clear that you put a lot of care and effort into the game so I wanted to try to provide some constructive criticism as I think the game can be a lot more fun.

Developer(+1)

No need to appollogize, I should have made it much simpler - for example having something like a vacuum cleaner was a missed chance for a joke - and much simpler shape - no animation needed and movement in all angles possible. Refueling - the original idea is friction it just slows you down, but it wasn't ballanced as it should be, because of time presure ....  you are right,  still reading this was very valuable to have my eyes opened again. Thank you, really.

(+1)

despite some minor performance problems, the game is pretty immersive and has a charming aesthetic and vibe. I find myself wanting the crank controls to be more fluid. The 8-way movement scheme is rather jarring and I’d be curious to see how true analog rotation would work in this setting

Developer

thank you for very sincere review and a compliment to the aesthetics. fluidness of the control is not easy - i went the "dune 2" style - and thought the same as you all the time - how to do it fluidly, so it does not look weird when the graphics are not following the vector one to one.

Submitted

That opening effect really wowed me, I want to know how you did that!
Although I love how cutesy the tutorial is, I found it really hard to read and understand. I think I figured it out, though I'm still not sure what the purpose of losing fuel or intentionally refueling is! I challenge all readers to beat my 8:09 score. Oh, and you really went the extra mile by including all those little pieces of furniture! Well done!

Developer

Thank you for your comment. I have learned my lesson of trying too much on many things is counter productive - maybe i should have done fewer things with better implementation. :) what do you mean by opening effect? i can post source code of it with no hesitation.

Submitted (1 edit)

Oh, sorry, I mean the effect when you start a level, the overlapping many-pointed stars which surround the vehicle? The effect also surrounds the rewards when they come up on the screen. Looks great on the Playdate.

Developer

ok, i will create some easy to implement class and post it on github publicly - i have many different effects i planned to release after my main game i am working on is out. but posting the effects takes little to no time, so i will do it in few next days :) (and make the page for my game here on itch - effect of playjam in action - be better about publishing things)

Submitted

Gotta get the CHIZA!  This game is a blast and pulls off the isometric view very well imo

Developer

thank you! gosh it's so difficult to stop working on this now  :)

Submitted(+1)

Please keep working on it!