Thank you for the feedback :) The difficulty of the controls symbolizes the protagonist’s difficulty maintaining control. The only mistake was not adding the code to completely stop the momentum when hitting walls, hehe. I will fix it when the jam is over.
This would have been a very simple game and lackluster game if not for the controls, but the controls make it unique and 10x better. It is a nice plus point.
I understood the meaning of the comment after submit my response, hehe. You are right. Making the controller mechanic more challenging transforms a “mini walking simulator” into a platform-like game with a story. Thanks for your words again ^^
That's an unexpectedly deep game! And I really like the graphics. The controls for me are a little strange; on the one hand they are too sensitive (acceleration) and likewise too little sensitive (deceleration). Put simply, I gain a lot of speed pretty quickly, but cannot steer well. I don't know if it's intentional, but I'd love a little tweaking there. Apart from that, it's really cool!
Thanks for the feedback and for your words!! Indeed, the game has a curious short story… :P
Yep, the “movement” is intentional. It represents the fractured mind of the protagonist and its cravings. It´s very difficult to control the hunger when appears (too easy to get high, takes a lot to calm down), so the protagonist (and the player) needs to really put all the efforts to control the mind not going too slow or too quick. But maybe I should adjust better the parameters after the jam, hehe.
Hey! Thank you very much for your words and feedback!! Yep, cravings are more and more “atractive” each time, it gets harder and harder to keep in the “right” path. Hehe.
I like the idea, but I keep getting stuck on walls because the momentum doesn't reset. Also, sometimes the character seems to rocket around quickly at random. Is that intentional?
The original premise (I thought about it a lot) was that the player is trying to control a fractured, almost uncontrollable psyche. So movement has momentum, and you need to learn to control it to get where you want… Or let go and succumb your cravings, since in the final reveal you have a small chance to turn things around. If you go too fast, you can suddenly make tight turns, but it’s too difficult to control in such a small space (your mind). So yes, this is intentional.
About the walls… I forgot to add a line to stop the forces on collision! ^^ I’ll fix that when the jam is over.
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This would have been a very simple game if not for the controls, deep story man! nice sounds as well
Thank you for the feedback :) The difficulty of the controls symbolizes the protagonist’s difficulty maintaining control. The only mistake was not adding the code to completely stop the momentum when hitting walls, hehe. I will fix it when the jam is over.
I didn't phrase it properly, I meant
This would have been a very simple game and lackluster game if not for the controls, but the controls make it unique and 10x better. It is a nice plus point.
I understood the meaning of the comment after submit my response, hehe. You are right. Making the controller mechanic more challenging transforms a “mini walking simulator” into a platform-like game with a story. Thanks for your words again ^^
That's an unexpectedly deep game! And I really like the graphics. The controls for me are a little strange; on the one hand they are too sensitive (acceleration) and likewise too little sensitive (deceleration). Put simply, I gain a lot of speed pretty quickly, but cannot steer well. I don't know if it's intentional, but I'd love a little tweaking there. Apart from that, it's really cool!
Thanks for the feedback and for your words!! Indeed, the game has a curious short story… :P
Yep, the “movement” is intentional. It represents the fractured mind of the protagonist and its cravings. It´s very difficult to control the hunger when appears (too easy to get high, takes a lot to calm down), so the protagonist (and the player) needs to really put all the efforts to control the mind not going too slow or too quick. But maybe I should adjust better the parameters after the jam, hehe.
Cool little game. Sometimes I would get stuck on the walls also but still played it through couple of times. Cravings won every time :D
I also tried the virtual pad on mobile and for me it seemed to be working.
Hey! Thank you very much for your words and feedback!! Yep, cravings are more and more “atractive” each time, it gets harder and harder to keep in the “right” path. Hehe.
I like the idea, but I keep getting stuck on walls because the momentum doesn't reset. Also, sometimes the character seems to rocket around quickly at random. Is that intentional?
Thanks for your words and feedback!
The original premise (I thought about it a lot) was that the player is trying to control a fractured, almost uncontrollable psyche. So movement has momentum, and you need to learn to control it to get where you want… Or let go and succumb your cravings, since in the final reveal you have a small chance to turn things around. If you go too fast, you can suddenly make tight turns, but it’s too difficult to control in such a small space (your mind). So yes, this is intentional.
About the walls… I forgot to add a line to stop the forces on collision! ^^ I’ll fix that when the jam is over.