good game! All i would suggest is to make the ui a bit better and more randomness to the enemies, other than that it was quite fun!
Play CrazyFun
CrazyFun's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #451 | 3.458 | 3.458 |
Audio | #508 | 3.042 | 3.042 |
Fun | #575 | 3.063 | 3.063 |
Overall | #612 | 3.031 | 3.031 |
Theme | #652 | 3.021 | 3.021 |
Game Design | #684 | 2.979 | 2.979 |
Innovation | #833 | 2.625 | 2.625 |
Ranked from 48 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 screen will feel chaotic thanks to all the blobs. The sound effects are numerous. Your movement should also be pretty chaotic.
Did you write all the code yourself and made all the assets from scratch?
All the code was written by me (except for most of the code on sound management. I more or less copied The Brackeys video on sound effects). The sound effects aren't mine, neither is the music. Though I did draw all the assets.
Comments
Nice little game, especially if it's your first game congrats! I felt like it needed a little more of an objective to work towards, and it felt a little confusing at first, didn't really know what I had to do. I also wasn't too crazy about the whole "mass murdering" thing.
Nice entry, and cool drawings.
Fun game could use more visual style, but excellent work! especially for your first jam.
The game is really good for your first jam! One suggestion that I have is that it would be more visually interesting if the background was not a solid color. Overall though, it was a great game!
This was really nice! The main thing you did was shooting enemies, but it felt really satisfying each time you hit one. The blood splash, together with the sound effect and the dollar sign that came up. To make it feel even better a (subtle) screenshake would add a lot I think. Walking around also worked smoothly and worked great.
I think the main point of feedback I have is that there is not so many interesting decisions to make during the shooting. Of course there is the shop, but during the gameplay itself it does not really matter what you do. If there was a way to take damage, for example, then there would be risk-reward scenarios. Like, do I continue playing a little bit longer for some extra money, or do I go to the store now and not risk dying? Adding damage is not the only way to get these kind of decisions, but it might be something to think about :D
Anyway, a good and solid submission! You did a great job with the game feel, especially considering this is your first published game! Good luck with all the other games you will make :D
Amazing work for your first game. I didn't noticed any bugs and everything played out very smoothly. Although when i was spent a lot of money on upgrading the spawn area at once, it felt like it didn't do much. So e.g. 400 gold spent 5 times on blog spawn but just added one extra spawning place. Either ways itsa good game, love how you can upgrade the map, weapon + spawning.
Thanks. I'm glad you enjoyed it.
I didn't realize the map upgrade wasn't enough. I guess I didn't expect people to play it to the point where the upgrade for the map wasn't enough. Though there is something I'm surprised not many people mentioned: that you can't buy multiple portals at once. Did you find that annoying?
Heyo ~
All the mechanics you implemented were super solid, and non buggy. I liked the theme a lot and thing the sound effects and visuals worked really well for it, though I felt terrible murdering all of those cute little blobs (though, maybe that was the point lol)
Since there wasn't really a challenge to shooting blobs I kinda wish that orienting yourself wasn't so challenging. If this was a game where things were coming and you had to avoid them while also shooting them I would have understood, but because the player wasn't in any danger I think the mouse shoot mechanic ended up being more frustrating than challenging.
I am really impressed that you kept the game small and finished, most beginners go way over scope and end up with a game that feels and looks unfinished. I didn't feel that way playing your game and was very impressed, so great job!
Heyyyyyyyyyyyyy~~
Thanks! though honestly I quite enjoyed murdering the cute blobs......am I a psycho?...
I guess the mouse shooting mechanic could get annoying. I mostly did that to keep the player moving, and to maybe force him to move his mouse around (thus adding to the chaos).
Yeah, I really tried not to over-scope. The last game jam I participated in, my game was unplayable so I never actually published it. I then kept working on it, but I'm no longer sure I want to continue. btw this is the game: https://whalewell.itch.io/toostrong
Ok first things first... For your first game ever published I would say it was a great success.. I enjoyed the game so much. Wanted to keep on playing..The sound music everything was so good...
This game is going into my collections ..... Kudos!!
Congratulations on publishing your first game, keep it up!
Loved the characters.
Quick note, the fullscreen seems to be broken. Unity doesn't tend to play well with Itch's fullscreen, in my experience.
Disabling the following setting under the "Edit Game" menu should fix it
Amizing game! it's got nice art gameplay! one of or maybe even the best game ive seen so far:)
to tell you the truth, for the first game you uploaded its amazing
i liked that there can be more enemy portals and enemy from each portal and that you can upgrade things
Great job!!!
+i would love if you would check my game too
Nice game! It's definitely bare bones and could do with some more stuff, but it's still pretty fun. Also, from what I've seen, the enemies apparently all goes to the middle, or at least the middle from top down, and so you could just stand in one place like so and kill them all. I dunno how you, or I for that matter, would try to fix it, but here it is nonetheless. (This is me not touching my mouse)
True. In the beginning, you can do that since there aren't a lot of portals. But after a bit (not long honesty) (you had 569 which is like...(569/50)... 11 more portals you could've placed. So there was no way you could stay in place and still kill them all.
PS: a possible solution would be to have different types of blobs with different movements.
This was a really fun little game! The interpretation of the theme, although not what I would have chosen lol, was, in fact, very chaotic. I liked the art and sounds. I meant to play this game for like 5 minutes but it ended up being more like 10 or 15! Good job! Also, shameless plug here: my team made a game! Don't feel at all pressured to play or anything but it your interested here's the link: https://interstellar-garden.itch.io/chaos-cat
I like the simplicity in this one! you kept it simple and it works out good. We would have loved, if the upgrades hat some kind of explanation or if there was a way to loose, maybe if a number of blobs would escape.
Well done game overall!
Yeah, thanks. I really tried to keep it simple to make sure I finish on time. I previously participated in two game jams, both of which I didn't finish on time. I participated in the Ultra Bigginers jam and over-scoped. Afterwards, I kept working on it but I'm not sure I wanna keep working on it (https://whalewell.itch.io/toostrong) (ps: if you're curious you can check it out...idk..)
I did play with the idea of punishing the player when they miss a few blobs but decided not to since I'm still not sure if I should.
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