Congrats on number Onneeeeee
CGpepper
Creator of
Recent community posts
Love the game! It's intuitive and a good take on the consequence theme.
Though i am having some kind of a performance issue, it's very choppy, even when nothing is happening. Player bullets are also slow, it's hard to dodge and slowly watch the trajectory of the bullet and the enemy of the same time. Id suggest an instant beam, and when it hit the wall, a bouncy missile would spown.
Overall, awesome entry.
Damn, this game looks sexy!
Visual are awesome. Consequences theme is hear, love the updates, add depth to the game.
Some suggestions: If i bind dash to Q, i cant go to the left and dash. Cooldowns are a bit limiting. Maybe scale the missile / effects. If you press dash too soon, it will be a short dash, if you click too fast, you can still shoot, but the missiles are tiny and weak
Overall, great entry!
Absolutely love the presentation and the collection of well executed game mechanics. Huge fan of time slow and teleportation. I wouldn't redesign the system, like Aru suggested, but i would advise on slowing time and not stopping time. Also would like to see a cool warping effect when teleporting, with some nice sound effect.
What i enjoyed less is just how many bullets there were at certain times. I always had to fit in a tiny island in the sea of bullets. Killing enemies felt like adding a drop of water into a 10l bucket. If i just could blast it with the hose more often, the tankiness would not be a problem.
What i liked most is that it didn't feel like the jam game, but more of a full experience.
It's a very cool and original idea!
It's also a patience tester, because you want to move and do stuff but have to wait for the line all the time. If you don't you'll explode. So it's actually an: avoid punishment game.
I'd suggest making it an active battle zone game, where you can move freely without worry, but the scan reveals treasure or ammunition. So it's more of a reward to wait instead of a punishment
Here i want into the deep: those damn torpedos will never find me here
I think it's cool to have many assets. Just that the assets have to be optimized for the jam. For example, i've added a bunch of computers to my game, and the build size went from 40mb to 170. But after selecting all textures, and setting them to max 256x256 resolution, it went back to 50, without any major visual differences.
I remember in the iphone 4 era, we has a budget of 150 draw calls and 200k polygons for the entire game. I bet that just hair on a high poly model will blow that out of the water. I see 'low poly' assets with 2 millions polys and 1000 draw calls.
that stuff really matters for performance and build size. Especially for the jams