The concept is nice. And as someone who kinda hates games like this, there's just something really satisfying as building up lots of numbers out of nothing. If this were a full game, I wouldn't mind and would even wish for more and more levels to explore as I keep getting more watts.
Now for the part of my slight dissatisfaction...
the grind was waaaaay too long. Especially for a jam game. People tend to easily remember or favor games with a clear ending in sight as soon as possible. Like a half-hour playthrough or 20 minutes give or take.
I wish there was a much faster way to level up or the amount of watts per clone were a lot higher. That was more people could reach the end or have the patience for it.
Nevertheless, this was a pretty good time. It reached the point of boredom in the last 20 minutes though as I waited for the 50TW.
p.s. I discovered this game from the rant on reddit. Those were quite some valid points there, but at the end of the day, stand proud. You made an awesome game.
Im glad you (mostly) liked it! and i do wanna reiterate, im not mad i didnt win the jam, im mad that a many of the games that did were much worse than non-winning games, including mine but also including lots of others. If the entire top-10 was made of games like 'staff only', 'world break' and 'back to square 1' then i'd be more than happy to not rank among them.
we're working this into a full game! i did a rebalance of the entire gameloop so itll hopefully be a *little* faster, and ngl the last bit of the game was made on submission day between the hours of 12 and 3am, so its not my finest work.
The concept is interesting, combining incremental games with platformer speedrunning. There are a lot of issues here that got in the way of me enjoying the game:
- The clones are distracting. By the time you have a bunch of them running a loop, it makes it very difficult to run that loop again if you wanted to improve your previous time. - The clones severely impact framerate, also making it harder to run the loop again. I suspect this is either because offscreen animations are not being culled, or just from simulating too many player objects. I'd definitely suggest culling the offscreen animations if you're not doing that. And if each clone is a simulated object, I'd suggest instead recording the whole clone loop run as a texture animation and playing that while doing the wattage gain math on the backend. Either way, framerate being impacted this bad in a precision platformer is a huge problem.
- There are some bugs related to not being able to wall jump sometimes, possibly after a double jump. Couldn't figure out exact reproduction steps, but it made it very frustrating to get to the top area for me.
- I experienced a bug where once I got to the lower left area, my clones in that area were running extremely slow and were not finishing the course.
- This is subjective, but I think the progression is too slow and many of the sections are too difficult.
Otherwise, I did enjoy playing the game and I thought the concept was interesting.
Also, you shouldn't bash other game developers on reddit. It's not a good look.
Performance issues have never been reported, and i've done tests with 250+ clones onscreen and seen no hit. They cull. i dont know whats up with your PC but its not my game's fault. it runs without lag in browser on my chromebook, which is,,,, a chromebook.
everything else you've mentioned has been fixed.
about half of the winning games of this jam are batshit insane choices. it's obvious to everyone who isnt a pirate sycophant.
Ignoring that person's last statement.... Although there wasn't any major performance issues, I did notice a bit of a lag at the 4th level. Particularly when it came to the speed of the clones.
It was laggy for a bit, before picking up speed and everything went back to normal.
ohhhh ok what you noticed there i think was the low clone speed - level 4 starts out with very slow clones, and because of their very limited logic, i can only change clone speed by reducing the framerate the clones play back at.
i've changed it since players universally disliked it
Hit a bug in the room requiring the shift dash. I hit a spike just before the orange line and it jumped the camera all the way to the right side of the screen. I can no longer see my character. Pretty cool concept up to that point. Hit refresh only to find it doesn't auto save. :(
ah sorry about that :( I already fixed that bug in the non-jam version, and I just got saves working on my end. I hope you're interested enough to play again once the big update is out
Combining 2 of my favorite video game genres ended up pretty well. The only issue is that at a certain point, you will just get timewalled a decent amount because of the fact that theres really nothing else you can do at the moment.Maybe its not that much but it seemed to be pretty long for me. The camera system was pretty wonky, if you play the game, it kind of shows. It kind of works but there are situations where it doesn't. Right after getting double jump, theres a large spike area. If you die there, the camera sets you so that the player is gone and you have to double jump + right to see player(pretty sure this a bug or misplaced checkpoint).Else then that, the game was pretty good.
I love how addicting this gameplay is, from being motivated to get faster and faster times to seeing your clones complete a run and your watts increase almost exponentially.
this is an amazing game because it combines my two loves of games: platformer and incremental. absolute masterpiece, will play again in the future, 11/10. I would love to see more content added to the game in the future, if that's a possibly.
Absolutely all the bonus challenges on the map, and the primary platforming was very fun, being rewarded for faster times in such a natural way was a real treat!
Really fun, and really well polished! The incremental and clones ideas are very unique and well implemented. I didn't expect to be playing a game jam game for an hour, but it was worth it! Hollow Knight fans beware, you WILL have flashbacks.
Fun game, I enjoyed it! I think the dash should go towards where your character is facing though rather than what it does currently, when not pressing any keys
Maybe your character always faces towards where your velocity vector points, rather than the last key you pressed, so if you try to dash while you have some momentum in the air and mistime it (like pressing both at the same time but the dash first) you'll end up dashing in the wrong direction
Imo one solution would be to remember for a short time the last directional input, another would be to disable the dash if you're not pressing anything
This is just speculation though this may not be how it works idk
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Found a bug. I jumped as far left as i could from the area with the cat pictures, and I fell infinitely. Otherwise cool game.
The concept is nice. And as someone who kinda hates games like this, there's just something really satisfying as building up lots of numbers out of nothing. If this were a full game, I wouldn't mind and would even wish for more and more levels to explore as I keep getting more watts.
Now for the part of my slight dissatisfaction...
the grind was waaaaay too long. Especially for a jam game. People tend to easily remember or favor games with a clear ending in sight as soon as possible. Like a half-hour playthrough or 20 minutes give or take.
I wish there was a much faster way to level up or the amount of watts per clone were a lot higher. That was more people could reach the end or have the patience for it.
Nevertheless, this was a pretty good time. It reached the point of boredom in the last 20 minutes though as I waited for the 50TW.
p.s. I discovered this game from the rant on reddit. Those were quite some valid points there, but at the end of the day, stand proud. You made an awesome game.
Who cares if it didn't win PS's jam.
p.p.s. CAAAAT!!!!!
Im glad you (mostly) liked it! and i do wanna reiterate, im not mad i didnt win the jam, im mad that a many of the games that did were much worse than non-winning games, including mine but also including lots of others. If the entire top-10 was made of games like 'staff only', 'world break' and 'back to square 1' then i'd be more than happy to not rank among them.
we're working this into a full game! i did a rebalance of the entire gameloop so itll hopefully be a *little* faster, and ngl the last bit of the game was made on submission day between the hours of 12 and 3am, so its not my finest work.
The concept is interesting, combining incremental games with platformer speedrunning. There are a lot of issues here that got in the way of me enjoying the game:
- The clones are distracting. By the time you have a bunch of them running a loop, it makes it very difficult to run that loop again if you wanted to improve your previous time.
- The clones severely impact framerate, also making it harder to run the loop again. I suspect this is either because offscreen animations are not being culled, or just from simulating too many player objects. I'd definitely suggest culling the offscreen animations if you're not doing that. And if each clone is a simulated object, I'd suggest instead recording the whole clone loop run as a texture animation and playing that while doing the wattage gain math on the backend. Either way, framerate being impacted this bad in a precision platformer is a huge problem.
- There are some bugs related to not being able to wall jump sometimes, possibly after a double jump. Couldn't figure out exact reproduction steps, but it made it very frustrating to get to the top area for me.
- I experienced a bug where once I got to the lower left area, my clones in that area were running extremely slow and were not finishing the course.
- This is subjective, but I think the progression is too slow and many of the sections are too difficult.
Otherwise, I did enjoy playing the game and I thought the concept was interesting.
Also, you shouldn't bash other game developers on reddit. It's not a good look.
Performance issues have never been reported, and i've done tests with 250+ clones onscreen and seen no hit. They cull. i dont know whats up with your PC but its not my game's fault. it runs without lag in browser on my chromebook, which is,,,, a chromebook.
everything else you've mentioned has been fixed.
about half of the winning games of this jam are batshit insane choices. it's obvious to everyone who isnt a pirate sycophant.
Ignoring that person's last statement.... Although there wasn't any major performance issues, I did notice a bit of a lag at the 4th level. Particularly when it came to the speed of the clones.
It was laggy for a bit, before picking up speed and everything went back to normal.
ohhhh ok what you noticed there i think was the low clone speed - level 4 starts out with very slow clones, and because of their very limited logic, i can only change clone speed by reducing the framerate the clones play back at.
i've changed it since players universally disliked it
Hit a bug in the room requiring the shift dash. I hit a spike just before the orange line and it jumped the camera all the way to the right side of the screen. I can no longer see my character. Pretty cool concept up to that point. Hit refresh only to find it doesn't auto save. :(
ah sorry about that :( I already fixed that bug in the non-jam version, and I just got saves working on my end. I hope you're interested enough to play again once the big update is out
How do you shortcut level 3 and 4?
I don't think you can shortcut them, only lvl1 and 2
Combining 2 of my favorite video game genres ended up pretty well. The only issue is that at a certain point, you will just get timewalled a decent amount because of the fact that theres really nothing else you can do at the moment.Maybe its not that much but it seemed to be pretty long for me. The camera system was pretty wonky, if you play the game, it kind of shows. It kind of works but there are situations where it doesn't. Right after getting double jump, theres a large spike area. If you die there, the camera sets you so that the player is gone and you have to double jump + right to see player(pretty sure this a bug or misplaced checkpoint).Else then that, the game was pretty good.
I cant believe how deep this rabbit hole goes
Remarkable!
Not a big fun of clicker game, but the combination with platformer makes it quite interesting.
I am not sure if you are the first to propose this combination, I believe this hybrid genre is quite potential.
Good luck if you will continue the exploration and development!
we are continuing! we've set up a discord if you're interested, https://discord.gg/HMu5SkVwt9
I love how addicting this gameplay is, from being motivated to get faster and faster times to seeing your clones complete a run and your watts increase almost exponentially.
Fun game! I'm curious, what were people's best times on course 4? I stopped after getting it to 33.7
23 seconds was mine!
softlocked when jumped from roof with cats and clone speed upgrader all the way left, infinite void
can be fixed with a "reset" button
that's already fixed in the patched version
screen stuck on 3rd course. need reset button for courses bugging out.
that bugs already fixed in the patched version
Cats.
cats!!!!!!
how do i execute the first wall jump i'm stuck
this is an amazing game because it combines my two loves of games: platformer and incremental. absolute masterpiece, will play again in the future, 11/10. I would love to see more content added to the game in the future, if that's a possibly.
...and my computer crashed for no reason. maybe add a saving system?
we are continuing development! playtest versions will be posted here leading up to full release https://discord.gg/HMu5SkVwt9
It's a fun idea, but in fullscreen the sides are cut off and the counter on top is misaligned. Also the walljump is very unreliable.
I can't get the wall jump upgrade
Cool game, but I got annoying bug.
When died here(see screenshot) I can't respawn cam holds on last seen point and game isn't hangs(watts still grow).
Be cool to have additional key to respawn in start location...
that bug is already fixed in the patched version https://varii.itch.io/igtap-but-patched
Love the concept! Movement feels a bit floaty for a platformer but otherwise a lot of fun!
Absolutely all the bonus challenges on the map, and the primary platforming was very fun, being rewarded for faster times in such a natural way was a real treat!
Really fun, and really well polished! The incremental and clones ideas are very unique and well implemented. I didn't expect to be playing a game jam game for an hour, but it was worth it! Hollow Knight fans beware, you WILL have flashbacks.
Also cat!
Very well made. Pretty addicting!
Fun game, I enjoyed it! I think the dash should go towards where your character is facing though rather than what it does currently, when not pressing any keys
it was meant to! i've got no clue why it doesnt ngl
Maybe your character always faces towards where your velocity vector points, rather than the last key you pressed, so if you try to dash while you have some momentum in the air and mistime it (like pressing both at the same time but the dash first) you'll end up dashing in the wrong direction
Imo one solution would be to remember for a short time the last directional input, another would be to disable the dash if you're not pressing anything
This is just speculation though this may not be how it works idk