CRUSHED - Rage Inducing Platformer by Ajay.2002
[I WARN YOU, THIS GAME IS NOT FOR THE FAINT OF HEART... THIS GAME GET'S HARD]
[A note on performance : Make sure you choose an appropriate quality setting before launching the game as it will have a major effect on how the game preforms]
During this game you will get to play as Bob a depressed character who is running out of space in his head, filled up with clutter of his past and fears. He strives to reach the end where he can finally reach his freedom from himself... This was the inspiration of the game, so I wanted it to make it a very dark theme so I hope everyone who plays it, will enjoy themselves.
We hope you can look past these missing points and see what this game could truly become with some time put into it, we hope to : - Add a lot more levels and obstacles - Fix any remaining bugs - Improve the player movement

How to play?
- Use W to jump, A and D to move horizontally and S to shrink to half your size
- The mouse is very important in this game as it allows you to interact with the environment which is key to playing this game (it represents him clearing way in his mind and allowing him to pass through his negative thoughts)
- Most obstacles has be clicked and held on to suspend their motion which can be very helpful
- You can use the mouse to drag platforms around, but be careful there are hidden platforms and if you aren't smart enough to find them, it might just cost you, you're life.
P.S There is no checkpoints on purpose.

- IF you are willing to learn how to make games like this check out my YouTube Channel at * [https://www.youtube.com/user/batchprogrammer108]
Developers :
Ajay Venkat - 15 years old, Lead Developer, Scene Management, 3D Art -> Twitter and Website : ] - YouTube : [https://www.youtube.com/user/batchprogrammer108] - >Advanced and Beginner Unity Tutorials!! - Twitter : @CodeWithAjay - Website : [www.codewithajay.com]
I developed this game in ( < 20 hours) w/ : - Unity - Blender - FL Studio - Paint.Net + Photoshop - Visual Studio

Please Remember :
Please leave feedback on what I can improve with the game
Please inform us if you spot any bugs
Leave a link to your game and we will check it out
:)
Expected Improvements : - Larger Space to Play In - Larger Item list for the Cards - More enemy types and weapon types - More detailed modelling - More levels and more objective oriented - Use guides etc...

All of these features were restricted due to time constraints :(
Creating this game was so much fun and I would be very grateful if you checked it out :) Have a nice day. If you rate my game I will be sure to leave a rating back, just leave a comment saying you did ;)

Ratings
| Overall | 253th | 3.554⭐ | 58🧑⚖️ |
| Fun | 485th | 3⭐ | 58🧑⚖️ |
| Innovation | 400th | 3.125⭐ | 58🧑⚖️ |
| Theme | 679th | 2.554⭐ | 58🧑⚖️ |
| Graphics | 97th | 3.958⭐ | 62🧑⚖️ |
| Audio | 159th | 3.398⭐ | 56🧑⚖️ |
| Humor | 408th | 2.163⭐ | 42🧑⚖️ |
| Mood | 45th | 3.784⭐ | 60🧑⚖️ |
| Given | 75🗳️ | 39🗨️ |
Also that ending... RIP. 😢
Improving (or re-writing) the physics to be more reactive and precise would greatly improve the fun of the game.
Great job!
Overall good game and has potential if more time was added!
With some bugfixes this looks like it has great potential. Well done!
Nice entry looks great!
I love the DA even if it sometime hide the ground shape.
Level design maiby need some love for more fluid run and when you introduce new a mecanic, make sure the player have to use it when you explain it (I did't need to move the platform, so I did't notice the mecanic and I was stuck later)
PS : An "easy" way to point the importance of the mouse could be changing cursor visual
few bugs when you get stuck in a platform or float in the air.
but i think you should be able to recognize what is interactible with the mouse and what's not.
- First of all, you combined two genres: platformer and atmospheric exploration. These two elements are not well balanced in the game.
- Player speed is a bit fast, its hard to make refined movement.
- Collision problem: player hover on top of the platforms.
- Moving platform should let player stick to that, because controlling both the platform and the player at the same time at the same speed seems like creating extra and unnecessary challenge (https://www.youtube.com/watch?v=4R_AdDK25kQ an useful pointer)
- You die when touching anything, that along with the level design make everything very punishing (two bullets flying in almost parallel?)
- Tutorial: Im all for interactive tutorial, but the rule of thumb is that you teach player something, then let them practice that in a safe environment without punishing, then you add punishment to make players refine their skills. The tutorial now failed to do this, players practice their skills in a highly punishing environment.
- The narrative doesn't really fit the pace of the game. For example, the second spike makes players feel like they are trapped, the next spike going up diagonally kill players instantly, and they perhaps already feel this place wants to crush them, some more the narrative right here rather than waiting for a longer progress could be nice.
- The platform after the tunnel doesnt have any indication that player would die touching that. But the problem of what kills you and what not is very difficult in black and white games, I have that problem too have have not yet found a solution. Lemme know if you can find one.
Anyhow, this is not to say that your game is not good, I really like the vibe of it and totally see what it could become. This is such a promising entry, you should really extend it man (but fix the difficult first). Great great work!
- To address your first point, I didn't want the player to go backwards because of optimization hahah, in the short time I needed some quick means of optimizing the entire game, because there were a lot of objects and everything working in parallel would kill any computer pretty quick. So I set every checkpoint as a way of de-loading all objects in the back. But you are right, I feel like I could have spent a bit more time on this.
All of your other points are absolutely right, unfortunately I cannot go back and fix this :( But once the judging is over I will fix these points - but this is just another jam game for me.
- On your point about indication of obstacles on black and white games, I was going to add a few black particle effects around the border of the obstacle but I really did not have time at all. I just had time to throw the game together in the last 10 hours of the jam because like many other unlucky individuals, I changed my idea past half way through :face_palm:
- Level design as you can clearly see, is not my strong point hahaha I will need to work on that. Plus I primarily work with 3D, 2D is a very different environment for me to be building in.
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I really appreciate this feedback, thank you very much :)
Keep up the good feedback :thumbsup:
P.S
Your game, is ** amazing **