Good job! Traps are a nice addition to the arena, ability to damage on javelin callback feels fresh and upgrades matter a lot! Love the art style and sound design!
Play game
Javelin Fury's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #73 | 3.191 | 4.000 |
Overall | #76 | 3.273 | 4.286 |
Fun | #79 | 3.164 | 4.143 |
Audio | #80 | 3.055 | 4.000 |
Visual | #82 | 3.382 | 4.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
Yes used third party assets, and some code for my main menu, and my the tile editor from a previous game!
Comments
The javelin was an interesting game mechanic and a good use of the theme. The art and sound effects meshed well together too. Good job!
I've reached wave 8 at best.
The game is very fun, the javelin play works pretty well and does feel a bit original, the speed of everything feels right, and different upgrades are different, damage not reaching the life of an enemy, or piercing, or better range, it's really not the same. Lack of invincibility frame is brutal, you can quickly fall from full life to death from the same bunch of bullets, I like brutal feature though so I'm all for it.
Good job, thanks for sharing.
Wow that's pretty fun ! The weapon is really interesting, even though the game is really hard I kept playing for a while ! I've not played a lot of games in this jam yet, but that's the most fun I've played so far !
As always, the more I find a game interesting, the more feedback I have to give, so here are the things I think could be improved :
- I think the control scheme is a bit too complicated. No need for both a run and slowdown keys, no one will use both ! Same for throw, I tried both left and right mouse button for a while and both seem interesting, but I never used both at the same time. So chose one and maybe add a control setting, but having both at once is overwhelming and confusing imo.
- I'm not sure there is a use for the state where the weapon is charged and ready to fire, as the charge itself is quick, and there is no movement penalty for holding it charged, I don't think there is a strategic advantage to wait for the last second to charge.
- I found it a bit clunky that the weapon can stop when it comes back, I'd expect it to come back immediately. It's interesting but I never found a use for it, and it often made me do some mistakes. Here is a proposal for a control scheme I would find easier to use : left click to throw and make the weapon come back immediately, and right click to call it back by increments. That way you know what you are doing.
- What's fun with your weapon is the fact that you can kill enemies when you call it back. I think you could put way more emphasis on that : increase the mobility of the player so he can place himself easily at the best spot (quicker reload of the dash for example ? I'd even remove the reload time, but I know I'm a bit extreme on that)
- Enemy projectiles are really fast, and enemies all gank the player at the same time, so it's really hard to survive after wave 3. What's interesting in bullet hells is that they are easy to dodge individually, there it feels like the best strategy is to kill enemies before they have time to shoot
I hope this feedback will be useful, keep up the good work !
Hey JRevel! Thank you so much for playing my game I'm glad you found it fun.! For the proposal for the left and right click, it reminded me of a control setting that is like Quick Casting vs Holding to cast, that would be a good setting to have! I like the idea of separating the left click and right click , I think it would be much less confusing. Also can you explain more about making the weapon come back immediately, would it work like this:
-[Left click]: Hold to throw Javelin, continue to hold to bring back Javelin automatically (after it landed).
- Oh wow I see, without the Javelin, the Player doesn't have a weapon to attack with and should be lighter on their feet, with this increased movement speed, it would like a trade-off from not having a weapon, interesting concept!!
- Great insight about the enemy projectile speed, something I didn't know, and this was very helpful feedback I learned a lot, thank you for your time and your honest feedback!!
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