[SA Game Jam 2018] Specktrum
In the beginning there was dot…
Specktrum is the story of a rather brave dot in a peculiar and dark world. As you traverse this cold land, you gather colour power ups that allow you to use your own trail as a platform to reach and unlock new areas, elevating possibilities and bringing you closer to your goal – to rescue the dot princess and make some dot babies.
SA Game Jam 2018
Game name: Specktrum
Level: Hobbyist
48hr entry (eeek!)
Team: Hey Gurl Hey @poleydog @donderbos @gawie88
ORIGINAL SUBMISSION - Both Win & OSX: https://drive.google.com/open?id=1TaCAPClMUbOQvgC-sXEr16FivG0mJvwW
(we haven't been able to test the windows version as we're all on Macs)
NEW VERSION - POST FEEDBACK
https://drive.google.com/open?id=1no9oz73w2-RqgK2xyXeH5tViXIsv-_KG
CONTROLS:
Move with W A D or arrow keys
Space to jump
R to reset specktrum power


Specktrum is the story of a rather brave dot in a peculiar and dark world. As you traverse this cold land, you gather colour power ups that allow you to use your own trail as a platform to reach and unlock new areas, elevating possibilities and bringing you closer to your goal – to rescue the dot princess and make some dot babies.
SA Game Jam 2018
Game name: Specktrum
Level: Hobbyist
48hr entry (eeek!)
Team: Hey Gurl Hey @poleydog @donderbos @gawie88
ORIGINAL SUBMISSION - Both Win & OSX: https://drive.google.com/open?id=1TaCAPClMUbOQvgC-sXEr16FivG0mJvwW
(we haven't been able to test the windows version as we're all on Macs)
NEW VERSION - POST FEEDBACK
https://drive.google.com/open?id=1no9oz73w2-RqgK2xyXeH5tViXIsv-_KG
CONTROLS:
Move with W A D or arrow keys
Space to jump
R to reset specktrum power
Comments
Hope you all enjoy :)
I think movement polish would be the next step, making jumping a little smoother and affording some small air control to make the simpler leaps feel a little more in line with their difficulty. I'm also going to depart from usual advice and say that you could prioritise refining the narrative. I think ironic trope of damsel is probably a product of a jam environment but I think in the early parts you started setting up an interesting dot world. With every glow collected, the game could feed you more pieces and hints of that world if you decided to build on this.
Finally, a different way to dismiss messages. Thinking that even changing it to <Enter> would do a lot, means I don't reach for the top corner of the keyboard every time I want to dismiss. ;)
Good entry overall, well done on your 48hr submission!
- But the core platforming experience has problems - Not being able to control the character while in midair (I dunno if it's a bug or intended) was a problem. If I start a jump against a wall, I can't get over the wall. Most platformers let players control the characters in midair so there's an expectation for that. And then I found that while I can't change directions during a jump, if I let go of the direction I was holding, I would drop straight down, rather than continuing in the same direction as "not being able to control my character in the air" would imply.
So that means I have to jump before I am against any wall to jump over it. It was frustrating but manageable.
- The dash mechanic's controls were difficult. I think the key placement of shift and R to reset was awkward for me, and combine that with a really fast gravity (which looks and feels good but made in-air controls very difficult) and I found that I couldn't make the simplest dash-lines without many retries, which was quite frustrating.
- The placement of the tutorial window felt off - In a game where I'm looking to the right for the next thing, the tutorial entirely obscuring the forward vision was a problem. I never saw the "esc" prompt until much, much later, and it would probably work much better if the window could be smaller and more out of the way, and not need to be closed manually in the first place.
- The dots were a bit difficult to understand in terms of "how much power did I still have to use". It seemed like there's a meter variable being used but the UI were a couple of dots.
- On the narrative, I find that "ironic sexism" is still sexism. Using a princess trope in a self-aware way is still buying into the trope. I hope that in future you guys take that one step further in terms of writing. It could have been anything - a stick of carrot. Whatever.
It's a great start and great for 48 hours for sure! Congrats!
Anyway, the plot twist... It's fine. Somehow true love is still tied to "the most beautiful" etc. The story hasn't really built up much of any character to feel for, and honestly in a jam game that's not really the goal, but when you encounter something jarring it just sticks out a bit. It's really not a big deal consider that wasn't the point of the exercise.
@Tuism Got you. Hadn't even picked that up, but definitely noted. Shot!
We were perhaps a bit naive in the way we handled the narrative surrounding the princess. Our intention was to poke fun at Super Mario and it came from a spirit of playfulness. It was never meant to make anyone feel uncomfortable. It’s definitely something we’ll handle with more care going forward.
As was mentioned by earlier commenters, found some of the dynamics a little off, especially in the beginning; think it was mainly because the dot felt a bit heavy. What was interesting was that as the dash became longer, this felt less of a problem. After I unlocked the princess cage, and was just moving around the level for fun, I started to really enjoy myself. The speed was exhilarating in itself.
Another minor issue was that at times I was struggling to reach the strokes I'd made. This was more a problem when I was still learning the system, as I didn't realise you could start dashing from the ground.