You are Agent X, a state-of-the-art operative built for one purpose: high-tech espionage. Wield proprietary mag-grav technology to turn secure facilities into your personal playground. Propel and fling yourself through the air in a ballet of momentum and precision.
Agent X
Commercial Infiltration Operative
Simple yet polished and fun
Cool little puzzle game. The vibe sort of reminds me of Portal, with you having to aim at spots on distant walls and guess trajectories to fling yourself at the objective. I'd be interested to see what further levels are added after the game jam.
Nice mechanic, and nice music
I enjoyed swinging around the levels. The game slowly ramps up in difficulty and introduces you to the different mecahnics/strategies. The final mission was a bit tricky, and it took me like 5 tries to complete, but I finally did it.
I also loved the music!
Fun and interesting idea.
Even when seeing this game in just the previews, my curiosity was peaked. Warning: Review may contain spoilers
Upon entering the game, you get a nice little entrance where you are greeted by an ai Voice to instruct you
after some useful knowledge, you get into the game, after facing a couple nice training levels (which I won't bother to spoil) you get into the first (of I hope many) main level. The level exhibits a nice challenge.
The use of the ai Voice is fitting, no complaints. The music adds a certain charm to the game and the textures are fairly minimalistic but work.
Some complaints (which I'm sure will be addressed as time goes on)
What level you are on, currently doesn't save. This requires a high fps to run comfortably (due to the Line of Sight theme)
Overall I'd rate the game 8/10. It has high potential, but is maybe a bit rough around the edges. Don't take my word for it though, go try it for yourself!
Good interpretation of the "Line of Sight" theme, needs more polish and levels
(DISCLAIMER: This review was written for the game jam version, written by a participant.)
The plot of this game caught me by surprise, but I like it. The narration makes the abtract world feel like it has purpose.
The mechanic this game introduces is interesting a great interpretation of the "Line of Sight" theme of the game jam. You can't walk/jump but have to click on attractors to be attracted, while avoiding laser fields. This has potential. "Line of Sight" can be taken literally because you can only click on attractors you can directly see. The controls are weird, having to click somewhere else to stop being attracted feels a bit hacky. I would maybe suggest to allow to press Sneak or Aux1.
There are not a lot of levels atm but the few levels that exist were fun. The end was unsatisfying; it came before the game really began.
The speech is generated with Text-to-speech LLMs (=AI). I would normally STRONGLY disapprove of. However, the theme of this game is the digital and the voice feels uncanny corporate. Which actually makes 100% sense here. IMO this use of AI was appropriate because it is actually using technology to fulfil an already well-defined and thought-out task, rather than to just bypass the creative process. I assume the AI was not used to write the actual texts, right?
I like the music. It's not a masterpiece, but it does its job well enough for this game to give a "digital" feel.
The graphics feel somewhat cheap. I know this game is probably meant to be abstract but something just feels … off. With the color scheme, the shapes, etc. That the "lasers" are a full blocks is very confusing to me. The player model is probably just a dummy.
The game contains cut scenes but moving the mouse causes annoying camera twitching. This is a Luanti limitation, but Artifact One found a clever workaround: opening an invisible non-closable formspec.
Overall, I don't think this game is "there yet". With more levels and especially polish it could be nice.
Fun
I only finished the tutorial levels as the first real level was beyond my coordination ability. :P What I did play was enjoyable although being a robot that looks like it should be able to roll around, and not being able to move under your own power was a bit annoying. Great game design and a clear tie in to the game jams theme.
Too short, has potential
The concept is interesting. And it fits perfectly to the jam theme.
Something that I found annoying is that you have to click something else to release the attraction, and can't click the same node again. Also, the node selection range seems to be longer than you can activate the attractor.
I dislike the voice you used. Not because how it was generated, but because how it sounds. I guess I associate it with shit, and therefore any but satiric use is making me cringe.
Plus points for self-made music!
The camera movement also was nice.
Engaging Right from the Start
I'm another of those with a very short attention span for new games. If I can't see the goal quickly and understand the controls immediately, I'll quit very quickly. I loved how straightforward and fun this was right from the beginning. I understood it right away and felt pulled in rather than put off. Clear and engaging from the first moment is an accomplishment, I think. Nice work. Best of luck with it.
BB-8 on steroids
Very fun game! It is difficult, but with persistance it becomes easier. Cool idea, and excellent use of the theme! This is pretty unique for luanti parkour, and I'm interested in seeing what it looks like in later versions :)
Scores rate how good different aspects of the game are.
Effects is mostly how the game looks/feels. If a game doesn’t have good-looking textures, particle effects, or architecture that is actually plot-relevant, it can get a low Effects score.
Gameplay involves how good, fun, interesting or effective the gameplay is. If a game doesn’t have well-designed puzzles that are something a gamer actually feels they can figure out with obvious end results, it can get a low Gameplay score.
Plot is how good the plot is, how well it fits with the game itself, and whether it is actually interesting for players. If a game doesn’t have an obvious plot or goals, it can get a low Plot score.
Theme is how the game feels and is laid out. If a game doesn’t feel right, doesn't have a theme that fits its plot or gameplay, or is too bland, it can get a low Theme score.
Game Jam Theme is how well the game fits the theme set (this year is "line of sight")
All of these are rated out of ten (#/10), and the final result will combine all these scores out of fifty (#/50).
Effects: 8/10
Gameplay: 9/10
Plot: 7/10
Theme: 9/10
Game Jam Theme: 10/10
Overall: 43/50 🔗
Very fun, very frustrating
The Mag-grav idea was really interesting and I had lots of fun launching all over and swinging around.
However I found it really hard to actually be able to click on the nodes and even lowered my fov from 110 to 60 in hopes to combat this. The activation and disactivation of the ability was somewhat counterintuitive, though that may be just me.
Honestly I had a lot of fun, though I just got very frustrated several times. The last level I kept getting really close but I didn't quite hit the yellow particles ig. The training level with all the lasers was really hard because I kept musjudging the size of the charactor, I would go through a space thinking I had plenty of room but in reality I didn't.
Don't play if you get ragebaited by hard games.
Interesting game
I like the theme of this game, even if the controls take getting used to. If you have good quick aim then then this game will be easier for you. One thing I would like to see is progress saving, right now you have to start from the beginning each time.
Needs some polishing
You can definitely tell the author worked hard trying to create a narrative with voice acting (it's AI-generated, so heh, but still the aseptic voice fits within the narration), yet I think it needs some polishing (e.g. the camera glitching in the intro). The movement mechanic takes time to master and it can lead to some initial frustration, I would have probably lowered the learning curve in the beginning. I don't know if I'd play a whole game based on this