Reactor by Birdwards

The discovery of a new chemical element, diracium, led researchers to a mad dash to be the first to use it for energy production in a nuclear reactor. Unfortunately, diracium is quite unstable, only lasting for a few moments before decaying...
This is a freeform match-3 puzzle game in which you control a cluster of atoms. The atoms in your cluster decay at random intervals by splitting into other atoms or disappearing entirely. For instructions, click "How to Play" in the main menu.
All code, graphics, music, and sound effects by Birdwards.
Ratings
| Overall | 103th | 3.857⭐ | 30🧑⚖️ |
| Fun | 165th | 3.643⭐ | 30🧑⚖️ |
| Innovation | 104th | 3.839⭐ | 30🧑⚖️ |
| Theme | 116th | 4⭐ | 30🧑⚖️ |
| Graphics | 195th | 3.643⭐ | 30🧑⚖️ |
| Audio | 34th | 3.982⭐ | 30🧑⚖️ |
| Mood | 82th | 3.741⭐ | 29🧑⚖️ |
| Given | 31🗳️ | 3🗨️ |

Definitely was a bit try-hard but I wanted to have my current highscore recorded for the thread to see. :pray:
**Thanks a lot for making this game! :whale: **

I really like the idea of the gameplay but it is pretty frustrating to control due to the way angular momentum is implemented. I feel like the player should have more control over rotation, with a shorter acceleration time. The current rotation system make is pretty hard to intentionally place an atom anywhere, especially once you have a mega structure (which should be when the game is the most fun and hectic, but right now it's when you basically lose all control). Although you losing control as the structure spirals into chaos does fit the theme well (and that's on top of the very good use of the theme with atoms decaying).
Liked the sounds !
At the beginning was hard to get if it was better to be a huge structure or a tiny 3 discs structure. ^^
Always amazed by people doing Compo.
All in all, a solid entry where I have trouble really picking apart anything about the game. It's not a genre I typically play, but what you have is a solid arcade game that keeps the player engaged as the pace picks up.
This definitely feels like an easy postjam sell. Other than some visual flair and general presentation polish, it already feels like an IO game and just needs a little more work to be commercially viable-- the kind of work that a weekend would never account for.
Nice work!
I really enjoyed the match 3 mechanics but I think I would need a lot of training to excel. My top score was ~230.
The controls are nice and reactive, maybe a bit too much rotation momentum conservation (if that makes sense). I was expecting my rotation to slow down by itself without requiring input on my side; but that may just be me.
The sound design is awesome as well, great entry!
I like the fact that there are 2 lose conditions, I had a rollercoaster of emotions while my combination was too small and it was going to disappear and then when it grew bigger, nearly out of control the situation totally changed super fast.
The whole atmosphere was calm and relaxing even when gameplay got intense, and the beautiful sounds made connecting the atoms pleasant and enjoyable.
I noticed that particles keep the radial grid nicely and shift around flawlessly, without any physics/instability issues. Sometimes I couldn't get the particles to attach, but I wasn't sure if that's because of the rules of the game (certain particles don't attach) or just the physics magic.
It took me some time to realize I could move AND rotate with WSAD and arrow keys. I've read the "how to play" but somehow my brain did not register the possibility to move with arrow keys while focusing on all the other rules. On-screen key prompt on the first play would surely help, especially that I assumed that WSAD and arrow key usually do the same things in a lot of games.
Graphics were clean and readable, but if would be to nitpick, I would maybe suggest working on the color palette and graphics a bit - all other parts of the experience are already on high level. The 100% saturated colors combined with purple background don't harmonize very well - but that's my subjective opinion - nitpicking.
Solid entry, deep gameplay, fresh mechanics - nicely done :muscle:
That said, it didn't really *feel* like playing a puzzle game. Most of my experience was about chasing after a specific atom, rather than attempting to create a cool formation or combo to generate the most points. I don't consider this necessarily a bad thing -- it's just different -- but it was certainly unexpected.
There were some legitimate issues I did have with the game, though. Playing the WebGL version, it was kind of hard for me to grasp why the game suddenly ended. In theory, it would be due to some of the atoms touching the red ring, but I never felt like through any of my play-throughs, that actually happened: the red ring would simply expand instead. Instead, after getting the bond to a certain size, the game seemingly just ended. Perhaps the visuals aren't catching up with the actual intended data range?
I also felt like the controls were really loose, and it made it difficult to precisely choose which atom to attach, and where. The turning wasn't instantaneous, and both rotation and movement appears to have momentum that's difficult to stop. This may have contributed to the game's lack of "puzzle-game-like-feel." It may have been nicer to have more tighter controls.
Still, I thought there was a neat idea presented in this game, and certainly think it can be expanded upon with some more time and polish.
The game suddenly ending probably means you encountered the same bug that zimny11 did (see my comment to them earlier). I've fixed that for an upcoming post-jam version.
As a note, the red ring never actually changes size; that's an optical illusion I accidentally created by having the background not zoom in or out with the rest of the camera (and probably not helped by the fact that the circle is constantly changing its center to the cluster's center of gravity). You're not alone in seeing it, though - even I have trouble unseeing it, and it's something I'd like to address post-jam.
The loose controls and conserved momentum were intentional design choices - although the turning not being instantaneous is news to me (maybe it's a performance issue; maybe the deceleration when you're changing directions is just difficult to see). Given how many commenters have mentioned disliking the controls, though, I'll definitely be tightening those up post-jam.
Thanks for the detailed feedback!