Tiny Neutrino by Scott Baker
- PLEASE USE CHROME OR SAFARI FOR BEST RESULTS -
In the world of the tiny, a neutrino is about as tiny as they come. So small and so near zero mass, they can pass straight through any matter.
Built in the core of the Sun, break your atomic particle apart until you reach the size of a neutrino. Pass through walls to reach the exit.
Use the arrow keys to move. Crash into other particles to score points. Other neutrinos cannot help break you down, they will pass through you. So if you run out of particles, you will have to start over by pressing ESC.
In the world of the tiny, a neutrino is about as tiny as they come. So small and so near zero mass, they can pass straight through any matter.
Built in the core of the Sun, break your atomic particle apart until you reach the size of a neutrino. Pass through walls to reach the exit.
Use the arrow keys to move. Crash into other particles to score points. Other neutrinos cannot help break you down, they will pass through you. So if you run out of particles, you will have to start over by pressing ESC.
Ratings
| Coolness | 75% | 2 |
| Overall | 2.91 | 462 |
| Audio | 2.22 | 534 |
| Fun | 2.48 | 615 |
| Graphics | 3.16 | 299 |
| Humor | 1.68 | 698 |
| Innovation | 3.66 | 117 |
| Mood | 2.59 | 499 |
| Theme | 3.84 | 67 |
Seemed to freeze after a few seconds, but I liked the concept from what I could see. Sound effects were a bit harsh at high volume.
It is a little slow and sluggish when in browsers other than Chrome or Safari.
On Firefox sounds didn't work. I tried again with Chrome, but they where awful.
haha yeah I know. As mentioned in the description please use Chrome or Safari for best results. The sound effects aren't awful, just really really ear bleeding loud! Didn't have time to adjust.
I will be happy to correct this when judging ends to keep in line with the spirit of the 48 hour compo. Maybe even add music.
Thanks for the feedback.
Thank you for this.
Thanks for the feedback. That is a good point about being too easy to break down. If you keep playing your atom eventually gets bigger, requiring more collisions to get to Neutrino. But this takes too long and is still easy. Thanks.
Ah, yes you found the bug on going to far up or down. The top and bottom walls will never let a neutrino through. My bug is that sometimes when you are traveling right or left along the top or bottom wall, my collision detection actually works in reverse, throwing the neutrino into limbo. I didn't have time to correct but will do so. That and add music. It definitely needs music.
Thanks for your feedback.
Now my first impression is that the controls are a bit sluggish, but of course that is because I start out with a relatively large particle size. However I feel the movement speeds could be adjusted greatly.
An example is that, when you become a neutrino, you go fast enough on the x axis, but on the y axis it's like one press sends me to the other side of the screen. A lot of the movement feels out of my control with how unpredictable it seems. Perhaps it would be better to make the particle move uniformly in all sides. (Like maybe, if the neutrino has the fastest speed of 20 pixels per second, it moves by that speed in whichever direction it's going).
As mentioned above, the problems are mainly with the lack of the *sense* of control over the particle.
With that said, the concept itself could be fleshed out more. It's fun to play around with, but where is the challenge or skill? Do you just keep randomly colliding with whatever you see in order to proceed?
If you refine the controls a bit and maybe add something like, smaller particles could bind to you create a bigger particle and slow you down. So you're trying to strategically avoid smaller particles while hitting ones that are roughly your size. Something like that.
Just a suggestion, but that's the whole point of prototypes! You've got a rather promising one, keep experimenting with different things until you get something fun.
This keyword is so important, I'm going to say it again.
Intuitiveness.
You want your game to be as intuitive as possible, with as little instructions as possible. Your goal should be that the player can just glance at the game and almost immediately get the entire gist of it. (The more complex the game gets the harder this becomes, but of course this is where genius comes in)
Perhaps next time you think of making an instructions screen, think "how can I get players to figure this information out in the game itself" because most players tend to skip such screens.
But of course none of us spend too much time too much time on instructions when there's 48 hours :P
@4Urentertainment
Yes, instructions would be better as you go, you are right. If I had more time to think on how I would incorporate into the game, I would do so. But it was just fun to build and fun to hear back all these comments.
@emongev
First I heard it was complex. I understand that I didn't explain very well and I could have done the instructions in game. Is there anything specific that I could explain better? And yes, when you get to neutrino state the game is chaotic by design. Maybe a little too chaotic?
I built this using MelonJS javascript engine. All graphics drawn in Fireworks believe it or not. IDE is Komodo Edit. PC and monitors sit on my desk. ;)
But the rest is very fancy: graphics are eyecandy and the idea fits very well into the topic.
I liked rushing to the end but it feels like there should be something more than colliding with bouncy spheres.
You could also detect the player got stuck and auto-restart in some seconds.
I had a bit of fun once I figured out how to play (first time around I'd broken into a neutrino fairly quickly and disappeared off the screen). It might be because I was playing on Firefox, but it seemed particles did a lot of flashing on-and-off for an excessive amount of time after they broke apart.
One small note about your title screen comment above: Even though it is royalty free, I believe you were confused on compo vs jam rules. The compo rules have always been that you must create all art/sounds/music from scratch. Not really a huge deal, but it is the jam that has the more relaxed rules.
Anyway, great idea for the game!
Thanks for your feedback. I think one of the biggest things wrong with my game is what you say on number two. There is no way to lose. Which after a while will get boring if there is no challenge. Bugs are a minor thing, I think you bring up an excellent point here.
I will try to fix the major bugs, and maybe add a losing factor such as a time limit.
I am open to suggestions on how to teach the player how to play. It seems to be another big factor on this game not being that fun. But I can't figure another way to do it (never my strong-suit.)
Thanks to everyone for the feedback. Really helps.