April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Tiny Neutrino

by Scott Baker - 48 Hour Compo Entry


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.

Downloads and Links




MadGnomeGamer says ...
Apr 23, 2012 @ 2:05am

Very cool use of theme! Won't work on my browser though.

MadGnomeGamer says ...
Apr 23, 2012 @ 2:13am

Cool use of theme! It was a little tricky figuring out how the control logic worked, but it's a very original take on the theme.

MadGnomeGamer says ...
Apr 23, 2012 @ 2:15am

And VERY satisfying to go whizzing through the air as a nuetrino!

MadGnomeGamer says ...
Apr 23, 2012 @ 2:17am

(PS It did work on my browser; it loaded just after I posted the first comment. :?)

Scott Baker says ...
Apr 23, 2012 @ 2:29am

Thanks for the comments! On some browsers there is a long load time. It works best in Chrome and Safari.

csanyk says ...
Apr 23, 2012 @ 3:42am

Title screen kicked ass!

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.

Apr 23, 2012 @ 5:36am

Cool, pretty much in tune with the theme for sure :)

Nocturne says ...
Apr 23, 2012 @ 11:44am

I tried to like this, I really did! The use of the theme was good, and the game is fairly polished, but the controls just seemed awkward to me and I couldn't get a good handle on how to move around!

Scott Baker says ...
Apr 23, 2012 @ 11:53am

@Nocturne: That's OK, dude. Other than the arrow keys, how would you like to see the control? Faster movement? Mouse clicks or tracking? I always like getting feedback to make future things better.

It is a little slow and sluggish when in browsers other than Chrome or Safari.

Scott Baker says ...
Apr 23, 2012 @ 11:58am

@Chris: Thanks. I can't take credit for the title screen image. It is royalty free though so it fits in the rules. Didn't mention that in my description.

Scott Baker says ...
Apr 23, 2012 @ 12:00pm

Added note: I should mention that other than the title screen and the photo of the sun for the HUD, and the font, all other graphic and audio content was created by myself.

AlwaysGeeky says ...
Apr 23, 2012 @ 8:01pm

Sweet concept, love it and its fairly easy to guess what you need to do without too much instruction!

Muu? says ...
Apr 26, 2012 @ 7:15pm

One of the best interpretation of theme.

On Firefox sounds didn't work. I tried again with Chrome, but they where awful.

Scott Baker says ...
Apr 27, 2012 @ 5:46pm

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.

Suese says ...
Apr 27, 2012 @ 5:46pm

If this one had music it would have been much better. Also, although the game-play is unique, it's not balanced well enough. It's too easy to break down into a neutrino and then just pass through the lower walls to freedom. I didn't find there to be any particular -challenge- to the game. Also when I beat the level, since it was monochrome, I thought I had died! Otherwise great entry, wonderful graphics indeed.

Thank you for this.

Scott Baker says ...
Apr 28, 2012 @ 5:56pm

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.

whilefun says ...
Apr 28, 2012 @ 6:22pm

very original concept, but it's quite buggy at times. I was able to beat the first level, and after that it locked up on me for some reason.

Ranoka says ...
Apr 28, 2012 @ 9:31pm

I like the concept, the graphics are nice too. It feels a little uncontrollable, but I guess that's part of the design. I think my neutrino managed to fall out of the game world, or got stuck in the wall. Pretty fun, but wasn't compelled to play it for too long maybe because it felt a bit easy/random. Would have been more interesting if you started off as a really big atom from the start.

Tourgen says ...
Apr 29, 2012 @ 5:28am

Good use of the theme and good ideas, the gameplay is good too. I seemed to be able to control direction slightly after the final split? Anyway I was able to change direction by 90 degrees usually and zip to the end of the level.

Apr 29, 2012 @ 3:28pm

I really like the gameplay idea! However I don't think it's at its full potential.

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.

Apr 29, 2012 @ 3:31pm

Another thing I wanted to mention that I think isn't really that important for the game jam games but is something that definitely makes a huge difference for released games, is intuitiveness.

This keyword is so important, I'm going to say it again.


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

emongev says ...
Apr 29, 2012 @ 8:47pm

Very well made game (what did you do it on?) but its not fun cause the instructions are too complex, and it was way too chaotic for me to understand the game overall. But it looks really polished =)

Scott Baker says ...
Apr 29, 2012 @ 9:28pm

Thanks for the comments! Keep em coming with your votes. ;)

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.

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. ;)

V0ID says ...
Apr 29, 2012 @ 10:02pm

My thoughts on the game are all similar to the above: To easy when being a neutrino and not being stuck into the top or bottom walls.
But the rest is very fancy: graphics are eyecandy and the idea fits very well into the topic.

Kane says ...
Apr 29, 2012 @ 10:30pm

A nice game with nice graphics, but a bit uncontrolable.

tcstyle says ...
Apr 30, 2012 @ 7:59am

The basic idea is great. Took my some time to figure out what's this about but after that it was fun. I felt like being in a nuclear reactor or something. Unfortunately I had no sound in Firefox. Don't know if there is none or if this a technical issue.

jimmypaulin says ...
Apr 30, 2012 @ 8:32pm

Love the hardcore physics theme, really thoughtful entry. Somehow couldn't work out what happened when becoming neutrino - the controls seemed to go a bit crazy. Also all the sprites vanished when I started the next level? Good effort though

vigrid says ...
May 1, 2012 @ 12:09am

There's a bit too much going on, and sometimes I lost track of my particle. Interesting execution of the theme, wish there was more things to go through, and level design would be more puzzle-like, not a "rush through to win".

armornick says ...
May 1, 2012 @ 6:31am

Cool game and fitting with the theme.

Oye Beto says ...
May 1, 2012 @ 8:43am

It was difficult to control the particle, maybe the acceleration is too low.

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.

orgarus says ...
May 1, 2012 @ 9:32am

Nice concept and good graphics, a little fast and uncontrolable for my taste though, but it couldn´t be any other way I'm a neutrino :D

Shadow says ...
May 1, 2012 @ 4:45pm

Well executed entry. Quite fun, congrats!

iximeow says ...
May 1, 2012 @ 6:10pm

I suppose I should have expected becoming a sub-atomic particle at some point this year. Thanks for making that happen!

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.

HybridMind says ...
May 3, 2012 @ 5:21am

Really like the idea of this. Managed to play a bunch but I'm getting some really odd behavior in win7/Chrome. The sounds starts flaking out bad, and the sprites seem to start flickering. I also seemed to get your neutrino limbo bug a LOT where I'd just disappear forever into the top or bottom? No idea, but after many of these events I had to stop, which is of course a shame because I love the concept and its fun to smash into those atoms.

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!

Hazematman says ...
May 3, 2012 @ 9:45pm

Very cool! I really liked this game. One thing that kinda bothered me is that you move too slow. Another thing is most of the time I would get stuck at the top wall. When I wasn't stuck it was really cool!

DaveDobson says ...
May 4, 2012 @ 5:26am

Exciting and fun. Graphics and sounds are cool and appropriate for the theme. Subatomic scale was great for the theme. My issues: (1) I wasn't really sure of all the rules even after 4-5 plays. (2) There didn't seem to be any way to lose, (3) I kept getting my particle stuck off-screen, which didn't seem to have any particular cause or penalty other than having to hit ESC. I'm not sure if that was intended or part of the rules, but it felt like a bug or glitch to me. (4) I wasn't sure why I occasionally grew back into a bigger particle. But I enjoyed myself, and it was well-programmed and action-packed.

Scott Baker says ...
May 7, 2012 @ 4:03pm

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.

KevinWorkman says ...
May 13, 2012 @ 4:45am

I feel like there's a relatively involved and logical system at work behind the scenes, but it's covered up by random smashing into other balls, which is fun too. The game could be a little bit more responsive- as it is, your ball is affected too little by you, and a little too much by the other balls. Reversing that would go a long way towards getting people to enjoy the feel of the controls, I think.

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