Pixel-Panic by LDJam user 257946

| Link | https://ideaspersecond.itch.io/pixel-panic |
| Original URL | https://ldjam.com/events/ludum-dare/50/pixel-panic |
Ratings
| Given | 86🗳️ | 97🗨️ |

| Link | https://ideaspersecond.itch.io/pixel-panic |
| Original URL | https://ldjam.com/events/ludum-dare/50/pixel-panic |
| Given | 86🗳️ | 97🗨️ |
My only complaint is that the early game feels a bit slow to get through after a while - maybe there could be more kinds of spawn patterns to break it up
Well done and looks nice :)
i went to over a minute)))0)
well done
Great job, the slowmo effect was spot on and the physics felt good. As others have said, would love to play this on my phone :)
I can also appreciate the very detailed tutorial you have included. Maybe it taught be too much - it could have been fun to learn different pixel mechanics on the fly.
Matrix in the world of pixels
One of the most creative game on this jam!
So simple and so fun!!!!
Well done!
Well done!
The extra effort put into the tutorial really shows. It was done very cleanly and you delayed the Next button such that the player had to practice at least a little bit. That gave me a lot of time to fully understand how the AI of each square worked.
Conserving momentum through your dashes is something I haven't seen in these types of controls and I think it was a fantastic choice. You wind up with less control and now had to factor in 3 things before letting go: what your current velocity is, where you're aiming, what obstacles are around you. That extra 3rd variable creates a lot of depth for a small mechanic!
The game speed was an interesting mix. On one hand, it plays so fast that it would be suicidal to stay on normal speed. On the other hand the slowdown mode makes it very easy to analyze what's going on. I think for gameplay reasons this is a good mix, but there were times where I wanted to sit back and revel in the chaos but couldn't as a result.
The ideas all work very well and the execution is very high. There's just a lot of nice touches to everything. From the font choice to the power gauge. Well done :)
I put a lot of thought into the construction of this game, and I am glad you noticed!
In regard to watching the chaos unfold, I wanted to implement a feature where a player gets to watch a real-time playback of their run at the end.
This real-time playback would allow the player to see all of their cool dodges and close calls over the course of their run. However, Construct 3 does not have good support for such a feature, so the idea had to be dropped. I would still like to implement some sort of feature like that if I go for a full release.
Thank you again for your detailed feedback!
Overall, good concept, excellent execution, and great submission. Good job!
There aren't many rules - just go for it and have fun - I like that.
The control also feels very smooth.
I wanted to craft a simple, yet complex game, with deceptively easy mechanics paired with frenetic gameplay that is hard to master. This is partly why I spent a fair part of the jam crafting an interactive tutorial, as I did not want players to be confused by the core mechanics of the game.
Ideally, players should be comfortable with the controls, so they can focus on the action.
You also nailed why the graphics are so simple. I found that extremely simple graphics make this game manageable. With more complicated textures, the game becomes graphical overwhelming, and unfun to play.
Overall, your breakdown of Pixel-Panic is completely accurate and I do not think I could have explained why the game works better myself!
Thank you again for taking the time to write such an in-depth review!
The graphics are simple but super clean and clear, the audio fits perfectly and the gameplay is just amazing. Such a simple concept in theory but beautifully executed.
The difficulty ramps up just in the right pace, so that starting over doesn't feel annoying and it always has the "one-more-round" feeling.
Also the different enemy types are awesome.
The only thing that would make this game even better is an online leaderboard. But other than that it's pretty much perfect.
And I managed to get a score of 54.6 which I'm pretty proud of :)

I really wanted to reduce frustration with additional runs of the game, as it happens ALOT. The “one-more-round” feeling was exactly what I was going for!
I was not able to implement an online leaderboard in time, which is unfortunate as that would have made the game actually competitive.
Thank you for your detailed feedback!
OR what if the slowmo was limited by a timer? Like after 3 real-time seconds it launches you if you don't release it
Tutorial implementation is intuitive.
I especially like that the player bounces from screen borders in the tutor.
But after some tries I've found myself on a weird thought that I don't play the game in real-time.
It's nearly always in slow motion.
And there is no any penalty for holding left mouse button all the time.
I guess some kind of stamina could make the gameplay a bit deeper.
I think it's would look realy nice on smartphones.
Nice music, but it looks like you opted out of that category.
I don't know what game engine you are using (if one at all) or if it supports it, but please port this to Android. I think it'd work great on that platform.
Anyways, it's a good fun game!
High score: 33.2 Nanoseconds.
Also, don't forget to drink your milk and Wishlist Carlson on Steam!
I liked the balance as well, it has a nice learning curve.
Secondly the music fits really well and kicks a**. Really driving the gampeplay similar to the way the music drives you in Hotline Miami.
To improve upon the overall experience I feel flashing indicators for a few milliseconds before an enemy pixel appears would be very helpful. More skill and less luck based that way. Currently frantically dragging in different directions gets you a long way I feel.
Also, and this may be intentional, it felt a bit inuntitive for me that a new dash wouldnt always give me the amount of speed that I indicated with the cursor. I think this might come from the fact that if you are in motion and want to change direction you first have to cancel out your current movement vector. For me that slowed down the responsiveness somewhat.
Overall really fun though and probably worth exploring for a small arcade type of game.
It doesn't seem like there's a cheating strategy, like there sometimes can be with jam games. It's really inventive and well made.
I agree with both of your points.
I ran out of time in this jam to implement some of the more useful features, mostly due to extensive playtesting, as I was trying to get the difficultly curve just right, which proved to be very challenging.
I originally planned to have a complete shop in the game where upgrades, such as a radar, pulse blast, and movement indicator were all unlockable, among other cool goodies. However, as will all game jams, it is very easy to over scope, so I had to drop the shop entirely.
If I go for a future release, I plan on adding the shop back into the game!
Thank you again for your very detailed review!
I enjoyed your game and would look forward to you exploring the concept further. Your ideas sound great. And I totally get it.. three days is not a long time :D
It works well using a pen tablet as well which isn't true for most games.
My highscore was 42.7
My time has come.
5/5
I see it having potential to be a good casual mobile game