Tiny Hadron Collider by clegamecoop

Tiny Hadron Collider At particle scale, no one can hear you scream.
Henry Boson is on a mission to track down and collide with his evil twin brother Hank Boson, but attempting to reach the speed of light is no simple matter. Other particles are hellbent on slowing you down and pushing you off target, but you have one secret weapon on your side... gravity.
Shed all of your worldly conCERNs. Go out with a (tiny) BANG. Guide Henry to enLIGHTenment.
Controls: Tap/Click to place gravity wells.
A CLE Game Co-Op Game [More details soon!]
Android Build (JAM): https://dl.dropboxusercontent.com/u/34294822/LD38/TinyHadronCollider.apk HTML (JAM): https://clegamecoop.itch.io/tiny-hadron-collider

Ratings
| Overall | 549th | 3.094⭐ | 34🧑⚖️ |
| Fun | 460th | 3⭐ | 34🧑⚖️ |
| Innovation | 285th | 3.313⭐ | 34🧑⚖️ |
| Theme | 556th | 3.063⭐ | 34🧑⚖️ |
| Graphics | 486th | 3.219⭐ | 34🧑⚖️ |
| Audio | 244th | 3.323⭐ | 33🧑⚖️ |
| Humor | 653th | 1.64⭐ | 27🧑⚖️ |
| Mood | 628th | 2.69⭐ | 31🧑⚖️ |
| Given | 41🗳️ | 49🗨️ |
You were trying to play my game. I don't have a mac so idk, but someone said you have to make a file an executable.
Overall, this is a well polished, complete game. Very enjoyable, I've rated it.
Does have the ability to make one rage... which I like about games :smile:
@MiggyG, thanks! we want to try to keep it as accurate as possible to inform as well as entertain, but I'm sure WHEN we build out the full version, we'll have to come up with helpers of some kind!
@gamechoy & @fiery-squirrel, it could definitely be more visible, but every collision has an effect: your speed. As indicated in the tutorial screenshots (didn't get in the actual game) on the LD page, your goal is to reach the speed of light. Every collision slows you down a corresponding amount. So, spikes should indeed be avoided as they do harm you. We were trying to stay consistent with particle physics. So, since the goal is the speed of light, your health is actually your speed! Hope this clarifies a lil bit for you! Thx!
@peachtreeoath, thanks so much! Yeah, I agree, it can definitely use some balancing.
Thanks to everyone! We had a great time making this and it seems like we should definitely keep going! =)
- It feels a bit weird to me that you died if you go offscreen but not if you hit the spikes. It makes sense in your design that your speed is your health, but then dying offscreen feels too harsh. Maybe if you bounced off and lost speed, or if the camera just followed the player x-wise?
- The orbital lines on your ld page look pretty helpful for navigating, it would be super cool if you could get something like that in the game, since controlling something with acceleration can be pretty hard.
- The color change (I guess phase change) was really cool, but at first I thought I had to collect the newer blue spikes since they're a similar color to the first collectible.
- I thought collecting the green circle would also have a phase change but the game just went faster. Perhaps if there was something there like speed lines or a speed+ notification to know that I'm going faster (and same when I'm slowing down)
- Maybe just a speed bar or something so player knows how fast they need to go to the next phase change, perhaps?
- To me it looks like the spikes are random, which can make the controls pretty hard as the player doesn't know what to expect. Maybe random set patterns would be better? Mostly a design choice.
Good job! Best of luck if you continue to work on it!
A little more visual feedback on the particles would be cool and the sounds are sometimes a little loud compared to the music. Nothing a little polish can fix though. Because of me not really getting the hang of it, I didn't enjoy it as much, sorry.
I played this on stream at https://www.twitch.tv/videos/139973818 - Time 2:19:45
@sgstair, thanks so much for streaming! Quite cool to see you TRY to figure it out live. =) To clarify, the goal is to reach the speed of light (i.e. 0.999C), the small pellets speed you up, hitting enemies slows you down. Go fast enough, get launched into the next "level" of different enemies, etc.