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Circle Dash's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay / Fun / Engagement | #7 | 3.884 | 4.063 |
| Audio / Sound Design | #11 | 3.586 | 3.750 |
| Overall | #19 | 3.541 | 3.703 |
| Art Style / Visuals | #26 | 3.406 | 3.563 |
| Theme | #35 | 3.287 | 3.438 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Godot
How does your game fit the theme?
There are only circles and pentagons used as sprites
Anything else you'd like to share about your game or development process?
silksong came in like a bus
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Comments
This was so fun. At first i thought whats the point of pounding, i'll just end up near the bottom, but it was so fun to pound especially from higher up. Especially the trail effects for both actions were very smooth and satisfying. Collecting the 'coin' for power up is a very good idea and definitely adds to replayability. The only improvement id suggest is not having enemies spawn so close to the player, sometimes id choose a power up and bam theres a pentagon in my face, which was quite frustrating. If not for this, i would for sure play the game over and over again. There is a lot of potential for this game (if you add more varied power ups), and it would work amazingly well as a mobile game. I suggest you guys go for it ! Gg
Oh cool! It's such a simple yet effective game idea. I also went with the balls bouncing off the walls idea! 😋👍 Thanks for making it work on my azerty keyboard! Addictive! Very great idea!
Your game is surprisingly addictive and polished with smooth game play and a clean, consistent art style. While audio and theme interpretation are a bit weaker in my opinion, the core loop is engaging and fun. Really nice work here. This is what I thought:
Game play / Fun / Engagement ●●●●●
The game play is smooth, intuitive, and surprisingly addictive. What to do becomes clear quickly, but it’s challenging to master, which makes chasing a high score very engaging. I especially liked how the difficulty spikes when suddenly surrounded by pentagons. Though adding a short “ghost” or invulnerability period after getting hit could improve the flow. The only small issue is the keybindings... it might have felt easier using mouse-only controls or different keys. Still, overall, this is polished and fun, so I give it a full 5 out of 5, while I was able to get a score of 1610 in second round.
Art Style / Visuals ●●●●●
The visuals are excellent. The given shapes are incorporated simply but very effectively, with a consistent design that feels clean and polished. The UI and text style also fit perfectly with the overall look. Full 5 out of 5.
Audio / Sound Design ●●●●○
The audio is simple and fitting, but nothing particularly outstanding. The music and SFX work fine, though they can become repetitive after a while. Because of this, I rate audio 4 out of 5.
Theme ●●●●○
The theme is present, since you’re restricted to limited safe space, but it doesn’t feel as strongly integrated. The interpretation works but isn’t as obvious or unique, so I give it 4 out of 5 as well.
Simple to understand, hard to master. I’m also wondering how the person with a score of 12180 managed that incredible feat. Please, ask them to share their secret with us haha.
Well, about the gameplay, I wouldn't say I have anything to complain about, since the game is score-based and not level-based with different challenges. So here, we learn by trial and error until we finally get the hang of it (or not, like it was in my case haha, but 2810 points weren’t that bad, right?).
The upgrade progression is really cool, providing a satisfying experience and giving us plenty of reasons to collect the yellow spheres that appear randomly. I admit I thought the game would be confusing at first, but it surprised me positively with its gameplay.
However, one thing I noticed is that most of the upgrades I picked up were almost always used to recover health. So, maybe the game felt a bit unbalanced in that aspect, or there wasn't anything really worth spending our hard-earned yellow balls on. Perhaps upgrades that made enemies more vulnerable or even made the player invincible for a certain period of time could have added more strategy variety.
Another thought I had while playing was: with the Z attack, the player only moves downward. How about if, from time to time, the movement reversed, and instead of going down, it went up? That would force us to adapt depending on the situation, making the game more unpredictable and dynamic.
The background music is pretty cool, and I liked the sound effects as well. I feel they contributed to the overall atmosphere — something more frantic and focused on immediate action. I also liked the player's dash effect; it really boosts the satisfaction of using it.
I didn’t encounter any bugs or significant issues during my playthrough, so the polish is on point. I just think the theme wasn’t used as effectively in terms of limited space, although we are indeed always inside a square. Maybe if, at certain points, pentagons or other shapes appeared to trap us, and the only way out was by defeating enemies, it would help reinforce the theme.
All in all, great game! Congrats on it, and good luck in the jam!
High score was exactly 3000! You can easily implement online leaderboards with lootlocker.com. Just saying :)
I liked the presentation a lot- keeping everything black and white, and only using color to make the enemies stand out is a solid choice and makes the game look stylish. Music and retro-sounds add to that.
Gameplay is interesting. Really simple to learn, but there's depth to it, that you can see the longer you play. Upgrades area nice touch, but it feels like I mostly used them to recover health :)
As for the theme... well, the level space is limited by walls, but that's kinda it. I think you could have done more in that regard.
Over all- really fun, really stylish! Keep up the good work!
This game was really fun, love the gameplay. My high score was 3750
But in my opinion, I feel like player shouldn't take damage when it pounds the enemy. Like it should be invincible during that attack
Nice! I think with the limited shapes constraint, colour is actually really important and the colours in your game are quite harsh - you want a little bit less contrast, and less saturation. I find that picking one colour and using https://mycolor.space can really help with that!
The gameplay is surprisingly well balanced for having only two input methods - I like the upgrades and I like that I don't have much control over the character but it is still possible to avoid things. There's a nice "easy to learn, difficult to master" type flow here - well done.
intersting game ..
feel good to play and the wsy uou used the ruiglike elements is a little bit unique
over all its a good game
Cool and fun concept. I wish could change direction on my character.
The game is very entertaining, but there are some things that need more explanation.