Nice job! You implemented a simple game concept really well. I think that some "game juice" would go a long way (screen shake, sound effects, particle effects, etc.). But the art was good, it made immediate sense, and it felt fair when I lost a heart.
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Leave the Chaos Behind's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #303 | 3.500 | 3.500 |
Graphics | #479 | 3.409 | 3.409 |
Fun | #524 | 3.136 | 3.136 |
Game Design | #558 | 3.136 | 3.136 |
Overall | #660 | 2.977 | 2.977 |
Innovation | #687 | 2.818 | 2.818 |
Audio | #1206 | 1.864 | 1.864 |
Ranked from 22 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?
The game is about the boy who is trying to escape from a chaotic city and "Let there be chaos"
Did you write all the code yourself and made all the assets from scratch?
Yes I did
Comments
I'm having struggles coming up with feedback for you, because being honest with you, you made this game quite well. The art is better than a lot of the art I've seen for this jam, and the gameplay is really easy to understand and get a hand of. There are only really a couple of things I can think of to improve about this game.
For starters, any game can get improved significantly with player feedback. You need more than a sound effect and a little bit of flashing to tell the player that they've been hit, and you need more than a death screen to tell a player that they've died. If the player can't tell exactly what is happening when it happens, it just gets confusing. Easy ways to fix this would be by adding some screen shake whenever the player gets hit, maybe adding some particles whenever the player parries an object, and doing more with animations to make it very clear when things happen (even just making the character flash white takes almost no effort to implement but does heaps to improve player feedback within a game). Another more interesting way to add player feedback is with the environment. Maybe the screen can go red around the edges while the player is on low health. Maybe people can get out of their cars in frustration when their cars get parried. Small details like these to make the game feel more connected whilst also working towards improving player feedback in the game. Don't get me wrong, you already do a really good job of this just through level progression, but there are always so many little details that can be improved to make a game feel more concrete and fun with almost zero extra effort.
The pace of the game is also a little bit weird to play. If you want to develop this game further, I'd suggest just getting some playtesters and mess with certain variables like the player's speed, behaviours of obstacles, maybe even add the ability to move up and down on the screen. Your goal is to give as much control to the player as possible, so that they can get where they want to get without feeling unnecessarily restricted. Maybe even consider reworking the shield, since it was a little bit finnicky to use, and a little bit of thought and testing could turn it into a really interesting and unique feature. Maybe there should be repercussions to using the shield? Maybe the shield should have limited uses? Maybe the shield can be limited to a powerup that the player has to collect while playing the game (being sure to implement a LOT of player feedback to communicate this clearly to the player)? Maybe the shield could be replaced entirely with a different parrying system? There are a lot of options at your disposal that I'd highly suggest you experiment with to improve the gameplay of the game.
One other thing I'd look into is trying to find some sort of twist with your game. This just feels like another temple-run type of game, so if there's nothing making your game unique you're going to have a difficult time making your game stand out. Maybe you can turn the tables, and rather than avoiding the chaos, the player is responsible for the chaos? Maybe there's some incentive for the player to keep running? Maybe the game scrolls without the player, so the player is forced to weave through obstacles without getting left behind? There are so many ways you can implement different skill curves or twists into the game which I'd highly suggest you experiment with, either with this game or the next.
Aside from these few things, there's really no more feedback I can give (although background music would be nice). I hope this feedback was helpful, and I wish you luck with this game jam :)
Great amount of assets, and all of them are pretty well made. Sad there isn't any music in the background, but hey no music is better than an annoying track. I got to the aliens and it was fun, not too innovative but that's really not too bad.
Very nice, I liked the fact that you created several levels, each with different obstacle sprites. I think this game needs some audio tho, it's a little awkward without it. I haven't found any bugs, so overall... Great job!
Cool game! I really like the different stages and this was a really fun and enjoyable game!Iit would work really well as an arcade game, good job:)
Got 215 score! I think it needs some nice happy music to make it more complete.
The game is a great idea - introduce chaos by switching the gameplay mode. I thing maybe there should be more gameplay modes, but still it's nice. The graphics and music are ok.
There was a balancing problem. The shooting mode was hard to fail, but if I touched flames in the platformer mode i would just die instantly and start all over. That was frustrating element.
Anyway, a nice game, good job.
both gameplay and the theme were spot on and it is also innovative as well great game friend.
This is a very nice little game. It sure does get chaotic, especially after you play a while, and it can be pretty challenging. I also think it was an interesting decision to limit the shield to only face left and right, since that really makes you think about your position more, otherwise you end up in impossible situations. I also really liked the screen shake for when you get hit. It's a really unambiguous way to know you were hit. Really nice work!
P.S: How did you manage to force the game to run at a specific aspect ratio? I've been trying to do the same thing for a while, to no avail. :(
The art is so cute, I would agree that the shield felt a little clunky, but the game is great :D
Cute game, It looks nice and the shield idea is pretty good. I do think the controls feel a bit weird
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