Location: Remote Mining Facility
Objective: Reach the terminal in Sector E and send a distress message to Earth. DON'T GET HIT!
You are a service droid equipped with mobility (standard issue JP95 jetpack) and offensive (MD-13f-g9 Particle Cannon) modules (or chips). NOTE: To reduce size (and manufacturing costs) the MD-13f-g9 uses a custom F12g-X cooling chip that can't quite keep up under stress so the weapon will overheat rather quickly. To get around this issue burst firing is advised.
NOTE 2: Also watch your head, the alien creatures you're going up against tend to drop from holes in the walls. So move carefully, try to avoid running around like a headless chicken.
Left/Right Arrows - move
Up Arrow - jump
Hold Up Arrow - fly
Space - shoot and interact
Enter - pause
ESC - exit game
F5 - restart game
You will have to fight your way through the mining facility to find Energy Cells. You need these to open the way to the next section
To get to each power cell you might need to hack a door that requires you sacrificing something. Word of advice, try to hold on to your jetpack as long as possible, it might just present you with new ways of getting to the end. Who knows, you might even survive it all.
Known Bug: Once you sacrificed something the hero's legs stop animating. Everything seems to go back to normal in the next level.
Code Talker: Nicko (everything programming)
Visual Doctor: Nicko (if it looks and runs good it's thanks to him)
Art Decorator: Nicko (good with the Photoshops and others)
Creative Fellows: Nicko & AlexMA87 (design)
Music and Sound Effects Magician: AlexMA87 (if it sounds bad, blame it on him)
QA: AlexMA87 (blows my mind we even had time for this)
Producer of Headaches: AlexMA87 (organized the last few hours, made sure we finished on time)
In Memory of PiscoT (who was stuck without his PC over the weekend so he couldn't be of any help to us)
As the other reviewers said, this game is brutal and what I call a "forced no-hit run", which is not so fun. The art is really nice, though, and the music conveyed well the atmosphere of the game. Tweak a bit the balance on your game to avoid the "forced no-hit run" scenario and it'll become a enjoyable and fun game, as the story, aesthetics and sounds are already great. ;)Submitted
Was this solo? You got a lot of good stuff into 48 hrs. Nice pixel art, pretty fine tuned controls. Basic enemy AI. Well done jetpack. Not too shabby.
This game was brutal, but holy mother of time management, how did you manage to make so much good content in just 48 hours.
Awesome game, awesome main mechanic that also fit the theme well, awesome pixelart, good sound, this game doesn't have a bad thing.
Except the difficulty maybe, and the fact that the game never mentions you can warp around walls, that made the last level kinda frustrating.
I loved the level design tho, specifically those parts where you can cheat and take the power cell without sacrificing anything if you still have the jetpack.
Overall one of my favourite games of the jam.Submitted
Alex here, the other half of Breaking Point, thanks a lot for the feedback and I have to say reading this, you really made my day.
The last GM48 thought Nicko many lessons and so this time he doubled down on getting the core stable. Saturday and Sunday were mostly coding (and a tiny bit of art) from Nicko while I made the sound effects the first day and then composed the game's theme the second one (since at this point we had a very good idea what the game was going to be and I could nail down what I wanted you to feel while playing, which was dread).
What you see here, most of the content, was pretty much the last 5 hours of the jam. With everything stable, we focused on level design for roughly two hours. Then art (him) and testing (me) the next two hours and finishing touches in the last hour (enemy art was 2 minutes). The mechanic with the warp walls was introduced in the earlier level, the idea being you'd discover it there and use it in the final level. We should have made it easier to discover.
Fun game! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/PCTrkXRBDB4
The sacrifice idea is cool but it seems a bit too severe. The gun becomes almost useless after you sacrifice the recharging thing and reaching the energy cells is way easier with the jetpack. This means you basically have to do the whole game without getting hit to stand a chance. It also seems like the game might become unwinnable if you lose the batteries and sacrifice your jetpack.
Despite that, the jetpack is really fun to use and shooting enemies feels nice too. I also like exploring the levels to find the goal. Unfortunately, the enemy placement can feel a bit unfair at times especially with the jump they can do. The graphics are pretty decent - the platforms look especially nice. The music and sounds are mostly good too, though I don't really like the sound the enemies make.Submitted
There is a way to win the game if you are hit once during the last level, but basically the game has been balanced so that you must finish the levels without being hit to be able to complete the mission, but the mission victory can be achieved even if you sacrifice your jetpack in the first level, although it will be considerably harder or slower.
Enemies are placed semi-randomly so there are some edge cases that we didn't see in the limited testing we did. This is definitely where we could have worked more, but sadly we were already running out of time and we had to make sure that there were no game breaking bugs left in the game.
Thank you very much for playing the game and mostly for the valuable feedback.
I really liked this game! The controls are great, music is atmospheric and the graphics are charming.
I can't say I agree with other commenters on the severity of the sacrifices. I think it encourages trying different play styles, which is very cool. Really there only two (dodge with the jet pack or shoot everything), but I still liked the re-playability. The sacrifices are harsh, but they had a huge impact on the difficulty. They really felt like sacrifices.
I will admit that I didn't finish the game. I think I got to the last level? I played perfectly and had 1 battery left. Batteries is something I'm torn on: it's a commodity for progression, but also means you need to play perfectly to win. Maybe reward level completion with a battery?
Also one last thing: it was difficult to see what was below me and I sometimes fell on enemies I couldn't see. Maybe add the ability to hold down and peek at what's below you? Your game has a lot of verticality, so this is important.
Anyway, great job :DSubmitted
The thing is, if you sacrifice both batteries, you must complete the game without being hit or else you fail the mission. Maybe I could have added another difficulty (easy) where you would get one battery back each level and a (normal) where you have to complete the game by being hit only once to be able to get the lesser good finish.
As a tip: there are some energy cells that you can get without sacrificing anything, but it's not always possible (depends on what you have sacrificed) and not immediately obvious, but I wanted to have something extra for those who figured it out.
I've seen too that sometimes you can't see below you and tried to quickly fix this by changing the level design a bit, because it was already too late to add a way to look down and had to make sure I didn't introduce game breaking bugs right before submitting the game.
Thank you for playing the game and mostly for the valuable feedback.
Not bad, pretty fun. But the sacrifices were so heavy that it made the game a pain as you progress. I get that it's about sacrifice but at this point, it's too much. You lose health easily because of the LEAP OF HELL that the slimes do (surprised me the first time) so you quickly run out of options. Either it should be less extreme, either you'd need more items to sacrifice. Also, the slimes falling down from the ceiling out of nowhere are a bad choice. Needs something to warn you that something will spawn because you have no way to avoid themSubmitted
Thank you for playing the game.
The sacrifices were meant to be harsh, but I feel what you are saying. Game can get quite hard in some parts due to some random spawning.
A good tip that I can share is that slimes only attack if they are facing you, so you can use that to do quick hit and runs.
About the falling slimes, you are correct here. There should have been some sort of pipe/hole in the ceiling where slimes could spawn along with some audio cue, but unfortunately this was left out because of the time constraints.
I appreciate your feedback. Thank you.
This game looks really polished.
Loved the graphics (except maybe for the slimmy thing) and the background music sets the mood well.
Each sacrifice was painfull, the way it was meant to be.
I couldn't finish the game, the dropping slimmy things really got on my nerves, hahaha. I might try again later.Submitted
The art for the slimmy things was the very last thing done on the game and it took all of maybe 2 minutes since we were with maybe 5 minutes left on the clock. Sadly it was between that or a cube with no animation (the placeholder art throughout development). There really was no time for more detailing on the final model. Glad you liked it and yes, you should absolutely give it another go at a later time.
This game is Great! I love the way the enemies get angry after the first hit, created panic for sure. It's well balanced with clever mechanics, simple and effective and it suits the theme very nicely!
I will come back to this game when I finish play testing and rating the others! :)
When it starts, everything feels great. I'm especially impressed by how balanced and smooth the jetpack is. The sacrifices might be too big; each milestone makes the game less fun to play. Maybe consider making the gun and jetpack sacrifices less extreme and/or adding another spare battery. The BGM and sfx are excellent. and the art is great, though the enemies are low-quality in relation to all other elements.Submitted