You can't handle my final form by Zeriver

Show off your multitasking skills and try to reach the (6 chambers) final form of this multitasking hell. Even if you reach it for how long will you be able to handle it?
Have fun and share your high score in comments!
Controls
Mouse - explained in game
Keyboard (WASD + Spacebar + QE) - explained in game
By the way
Game made solo from scratch (except audio) in 16 hours. Software used: Unity, Blender, Krita, Audacity
CURRENT HIGH SCORE
128 - amras0000
| Windows | https://1drv.ms/u/s!Ahu4x3LJR5GthDUKouwSOvrfpqmO |
| Linux | https://1drv.ms/u/s!Ahu4x3LJR5GthDYO9RKdAaZnmvej |
| Original URL | https://ldjam.com/events/ludum-dare/40/you-cant-handle-my-final-form |
Ratings
| Overall | 391th | 3.614⭐ | 24🧑⚖️ |
| Fun | 117th | 3.886⭐ | 24🧑⚖️ |
| Innovation | 278th | 3.523⭐ | 24🧑⚖️ |
| Theme | 69th | 4.182⭐ | 24🧑⚖️ |
| Graphics | 564th | 3.523⭐ | 24🧑⚖️ |
| Humor | 623th | 2.821⭐ | 16🧑⚖️ |
| Given | 24🗳️ | 19🗨️ |
This is the kind of game I can imagine my classmates play during lessons :p
It is somewhat slow to progress before it gets interesting but that is a good thing for new players but I could certainly see the game having two modes that you can play after you are more used to the game.
The graphics were really nice looking and consistent in style which made the game look interesting and fun. Great job!
The UI at the bottom felt a bit clunky. Given the really interesting and colorful theme you had going with the rest of the game, I'd have liked the score and strikes to be a bit more thematically arranged. Maybe instead of a 0/5 counter for the strikes, you could have 5 rotating cubes that dissapear with each strike. Maybe add a bit of a red screen flash when one dissapears (there wasn't much of a visual indicator for the strikes).
My final score was 128.
Good job! :D
I actually really like the UI. Reminds me of a lot of the freeware PC games I saw in the early 2000s, this sort of flat, colorful 3D modeling.
Music pairs well, it's not too frantic but strangely urgent. I like how none of the games are particular difficult themselves--would have been way to easy to just have six hard games and laugh at the player.
I only got 92 because I'm awful at this kind of thing, but I bet some people that get really good could go on quite a while longer.
Nice entry - art, sound, idea, and execution were all on point!
The gradual unveiling of more and more activities worked really well in ramping up the difficulty.
The fact that any one of the minigames was easy by itself, but only hard in aggregate with all the other games running simultaneously worked well. It made the game feel fair, in the sense that any loss was due to the lack of multitasking skills of the player, rather than due to unfair difficulty in the game itself.
The graphics and music were nice, clear and functional. The music was perhaps a bit too slow, not matching the frantic action later on in the game, but as it was it instead had a calming effect.
Some extra "juice" could have improved the mood even further, for instance, a sound and screenshake effect when losing a strike, and similar flourishes.
A very convincing take on the theme as well.
>A few simple tasks,
>total awareness needed.
>Mistakes means defeat.