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How does the game fit the theme?
The game shows through the comics how one element can feel different and unwanted. Then, someone comes along and helps them, just to betray them in the end. It fits the theme "Trust No One" well, since the friend that helped you fight against the enemies turns out to be the final boss. After defeating the fire boss, it returns to the other fire enemies, but they make it feel unwanted because it has been burned, showing that even the enemies can betray and reject one of their own. In the final comics, the player also turns out to be the same element as the enemies, giving it a nice meaning that you can't even trust the developer of the game.
What code and assets did you not make from scratch during the jam (if any)?
"Apollo" color palette by AdamCYounis, taken from Lospec.
How many people worked on the game?1
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Comments
Cool game with a high difficulty.
I agree with others on the dash ability, just a few adjustments and you have something very fun and rewarding.
Hey! Thanks, i appreciate the comment, the game was meant to be challenging and I'm glad you enjoyed. I personally still don't see how dashing to the moving direction would be better, i know it may feel easier but it's way more constricting and for me it just felt more natural to flick away and it enhanced the action of dashing to more than just pressing a button, that way it'd feel way more like an actual action. Though, if every comment until now said that, i guess it would be better. Thanks for the compliments, your game is awesome too!
Your game was awesome! I think you can keep the vision you had and add an option for the dash.
Yeah, i guess a toggle would be nice for that, thanks for the suggestion!
great game! the game is a little tough but its fine..
Hi, thanks for the feedback! My bad for the difficulty, I figured some people might point that out. I hope you enjoyed!
Phew, that was tough! I agree that it would feel more intuitive to dash in the direction you're moving instead of the mouse cursor, that's how these games normally work, and it felt like I had to kind of re-train my brain in order to fight the boss. That said, I will admit it made playing the boss fight feel different from most twin stick shooters, and once I got used to it, I didn't mind so much; moreso that the boss had so much health and I could only take two hits, haha. I eventually beat it and it was fun though!
I really liked the simple pixel art, nice color choices and everything read very well and was pleasant to look at. The game feel was great, and while a bit weird, the controls worked well once I got used to them. Seemed pretty on-theme in terms of the storyline. Had a lot of fun, fine work!
Hey! Thanks so much for the amazing feedback, i agree that i might have made the game a little too hard, I just didn't want it to be boring and too easy. The dashing problem makes sense to me, even though i liked the idea of flicking away to dash. My thought behind it was more flexibility because locking it down to only 8 directions would feel too constricting for me. anyway, i appreciate the feedback, and I'll go ahead and check out your game too!
The game looks insanely juicy, but it's also brutally hard. It would be way better to dash in the direction the player is moving rather than towards the cursor - otherwise, it makes aiming and shooting so much harder
Thanks for the feedback! i appreciate the recommendations, and i actually thought about both of them and ended up with this version, though ill keep that in mind when making more games in this genre.