A Sertain Particle Chamber by Baturinsky
A game about particle balistics.
Drag circles with the mouse to change the particle trails and meet the goals.
Game idea was inspired by the particles looping around each others.
As usual (for my LDJam entries), there is a way to make your own levels (CUSTOM button).

| Youtube | https://github.com/baturinsky/aspchamber |
| Youtube | https://aspchamber.netlify.app/ |
| Original URL | https://ldjam.com/events/ludum-dare/47/a-sertain-particle-chamber |
Ratings
| Overall | 86th | 3.857⭐ | 23🧑⚖️ |
| Fun | 163th | 3.619⭐ | 23🧑⚖️ |
| Innovation | 14th | 4.286⭐ | 23🧑⚖️ |
| Theme | 277th | 3.667⭐ | 23🧑⚖️ |
| Graphics | 293th | 3.45⭐ | 22🧑⚖️ |
| Mood | 200th | 3.425⭐ | 22🧑⚖️ |
| Given | 17🗳️ | 13🗨️ |
The scoring seems to round a little unintuitively; on Nailed, for example, I've seen it show 800/800 as objective not met and as objective met, which is a little annoying when some of the positions are very precise.
But it's fun to play around with, especially on the levels with targeting goals.
I liked it so much, finally found one worthy all-5 rating, it's just perfect.
My usual tip of the hat for HTML5, but also can't wait to buy this in Play Market, seems like this game would be just perfect on mobile :)

At start it was very confusing, would have needed more linear and drip like introduction. I just threw too much (information) against the player right from the get go. At least you can really go at your own pace and there isn't any rush to learn stuff but I think might easily scare some people off before they really get to know what it is even about really. I was also dumb and confused left and right at the start and thought the level names were the hints on what to do. And even managed to beat like the first four ones like that before noticing the error of my ways... :sweat_smile:
It could also use some more gamification. It was a bit too much of a physics toy with some goals. Nothing wrong with it really though and at least I was very much enjoying my time with it. Really liked that the levels had a normal goal and then the gold one.
The difficulty was all over the place. Doesn't really matter that much because you can complete the levels in what ever order you wish. But some more linear curve would have made more sense and made for an easier introduction. The "hit beta" levels were obnoxiously hard! The beta particles just repelled the beams way too much. I wasted so much time trying to gold these, and these are probably the reason I gave up on trying to gold em all.
You see, stuff like this. The beta particle is shooting the beam pretty much straight backwards... :angry:

Sometimes you set the bar kinda too high like this subpixel perfection requiring torture (even with just one moving piece, it was one of the "hardest").

And sometimes on the other hand the the par was way too low (and yes, I am mixing limbo/golf analogies because I can't come up with anything else)... :sunglasses:

The game really suffered from the lack of zoom functionality. Quite often even moving one piece a pixel made too huge of an impact.
Obviously the graphics weren't anything to write home about. The pure primary colors just do not look good together. The biggest offenders of course are pure red and blue which are very hard to read from a black background too. Made it really hard to locate which particle was which letter. Just applying some nice looking color palette here would do wonders with the game look.
Anyways, very good job! :thumbsup:

Well done!