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Karonoid's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #18 | 4.222 | 4.222 |
Fun | #81 | 3.815 | 3.815 |
Overall | #224 | 3.488 | 3.488 |
Innovation | #289 | 3.370 | 3.370 |
Game Design | #395 | 3.333 | 3.333 |
Graphics | #544 | 3.296 | 3.296 |
Audio | #599 | 2.889 | 2.889 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
Do not believe minimalistic game can bring chaos !?
Just imagine Arkanoid without the endless hole below to get rid of the balls that will keep coming forever from the brick you break.
Did you write all the code yourself and made all the assets from scratch?
I write 90% of the code by myself only googling for non unity native code.
All sprites were drawn by myself using Piskel.
All audio were downloaded with from the source I credited in my game's page.
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Comments
This game was great fun! I loved it.
It was definitely chaotic, it went from having a little partner ball in crime to, yeah cool you guys got this ima just sit over here and collect tripple shields so you don't kill me, LOL. Not sure what else to say for feedback, maybe different shaped levels? goals/achievements? The core is fantastic.
Thanks for playing and feedbacks :D
I enjoyed playing that a lot! It was fun, chaotic, and had that a good arcade feel. Keep up the good work!
A few bits of constructive criticism though.
First of all, I'd really recommend checking this short presentation out, it is bursting with valuable dev tips for this sort of game.
Second, your movement seems to be faster on a diagonal than a straight line, which I'm guessing is from adding horizontal and vertical input together. To solve this call Vector2.ClampMagnitude() on your input.
The music was also maybe a touch loud, and I'd appreciate being able to mute it independent of the sound effects, though that's the sort of thing I don't really care about in game jams, only finished games.
Finally, you seem to have mixed a few different resolutions of pixel art. I'd recommend sticking to a consistent pixel size whenever possible, as it makes things feel more cohesive.
Thanks a lot for very constructive critism. I'll keep improving my game :D.
And that presentation is great knowledge! Thanks a lot.
If that presentation was useful, then I'd also recommend this talk by Vlambeer. I'd personally consider those two talks "essential reading" for indie devs.
Interesting idea, could be more difficult.
appreciate the feed back :)