Love the music! the music is very catchy and good for a video game, and the game itself is goofy and fun. It was challenging dodging the tax papers but not too much. The only thing that bothered me was a bit of the platforming (like other said before) and when the character hits a wall and the camera shakes but its just that. Overall, the game was fun to play and funny :)
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Tax Evader 9000's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
CREATIVE | #27 | 4.200 | 4.200 |
EASY TO GET INTO | #30 | 4.350 | 4.350 |
FUN | #36 | 4.000 | 4.000 |
AUDIO | #49 | 3.750 | 3.750 |
OVERALL | #69 | 3.650 | 3.650 |
VISUALS | #74 | 3.900 | 3.900 |
THEME | #283 | 1.800 | 1.800 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
What was the size of your team?
Just me baby!
Please credit the resources that you used during the jam (if you used any)
All art was made during the duration of the jam with the exception of the font.
Font 8-bit Operator https://www.1001freefonts.com/8-bit-operator.font
Public domain audio was used and edited.
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
Christos Georgiafentis aka Kreastricon
Comments
Finally a game where I can be a billionare. I love the concept. Good job!
Didn't know the IRS sends ninjas to combat tax evaders xD
Overall, pretty unique game! I really love the player's animations when crouched and jumping which reminds me of Sonic. The thumbnail also looks really cool.
For the gameplay, I'd suggest revamping the air control a bit because often times seems too erratic to control the character in tight platforming sections. Despite avoiding some enemy "taxes" can be pretty challenging at times, I wished there were more to the bullet hell aspect like some spirals and circles. Still, had lots of fun, keep it up!
I did have plans for more enemies and even a boss, but coding them was becoming challenging. I often overlook the simple things and jump into the complicated stuff right away, which is never a good idea but I keep doing it anyway.
What would you suggest I do to the air controls? I was trying to get it to be like Contra so people would feel at home.
If you do a forward high jump and let out of the forward input while the player is in the air, he still keeps moving forward until he hits the ground. This can feel a bit annoying at times when you want to land on the platform that is below the player. Now that I'm getting a closer inspection, the air control is mostly fine except for the detail I've mentioned above, but there's also the fact that the camera has no smoothing, which makes really weird to control him while airborne, try jumping and changing directions while in the air, you'll notice that the camera snaps left and right instead of one smooth movement.
These are all details that can be enhanced to make your overall movement feel better, and its what great platformers do:
Oftentimes, great movement and controls are resumed to many little things done well, so I'd suggest seeing how other games such as Celeste does. The problem that I have with Contra is that is too old and "digital" movement, which is pretty outdated. Players nowadays want to feel natural and smooth while moving their characters, so definitely check out how great games do their movement.
It comes as an experience rather than everything in a week. Took a little while to make my platformers feel nice, but the good thing is that I kinda have this template that's ready for any future projects that I make, my game as an example already had its top down movement and bullet pattern system prepared before the jam, so that made me time to dedicate on other aspects of the game, just polishing in general. So, don't worry about it now, with time you'll learn and implement new quality of life things and eventually all of your subsequent games are going to feel like butter. ;)
Huh, never knew tax evasion was this hard, guess I gotta buy some staplers.
The game has a really nice style and humour to it, and the retro style gameplay fits it well. Also making the player invincible was pretty refreshing. Some feedback: platforming felt kinda finnicky, for example it took me like 6 tries to get on the rotating platforms in one of the levels, also some jumping enemies have kinda unfair invincibility frames when they spawn, which makes it really hard to actually kill them before they shoot. Still, very nice job, had a laugh with it :)
Had a real good laugh with this one !
The gameplay is really solid contra style run and gun, the "bullets" pop out nicely and are clear to see, and i like the spritework, the stapplers as a weapon is also a nice touch XD
If i had to nitpick i'd say the jump arc is a little floaty and the stapler shots not going in a straight line is also a little awkward at first, but once you get used to it it's not that bad, plus i like that you allowed for 8 directionnal aiming.
Regardless well done overall :)
Clever idea for the setting. I laughed quite a bit while I played. I really liked platform elements in the game. Player movement felt a little floaty at some moments. Audio was pretty satisfying. Overall, I had a lot of fun playing it. Good job!
What a fun game with a noble goal. But yeah, the game needs a bit more balancing.
As a child you fear Red Falcon's army of robots and aliens, as an adult you realize that the IRS is a far more fearsome threat.
The theme's great but I found the gameplay needlessly frustrating. The platforming was unpleasantly finnicky because of the friction, the shooting was unpleasantly finnicky because of the arc of your projectiles, the jumping enemies had a frustrating invincibility period, and many of the enemy attacks came at such awkward angles that dodging them with finesse is pretty much impossible. It's mostly quite easy to fix though
Yeah, I see what you mean. It is possible to beat the game without getting hit once, but only through trial and error. I was thinking to myself that most people would play it for giggles the first time and then play it more seriously the 2nd learning the patterns. I actually struggle getting zero debt sometimes, that could have been a red flag. It was probably a dumb decision to not cut out a few enemies from a few key locations.
I gave the air enemies invincibility on purpose because I was thinking their was no reason a player would stop firing his weapon so if they would just jump in front of him they would just die instantly. I probably should have given then different animation for invincibility.
Personally, I didn't find the platforming or shooting to be finnicky, I actually thought it felt pretty good. I actually programmed coyote time but I guess at some point during fiddling with the platforming code it stopped working in the final game.
Yeah I understand why you gave them iframes, but the ambiguity makes it very frustrating. Having the enemies jump out of the background (being greyed out until they're hittable) would be the best choice in this case. The jumping felt finnicky specifically because of either the movement's inertia, or the way the jump works (it has a preset timer/arc after you release the button maybe?), the exact problem is hard to pinpoint but basically it felt like I would often slide on landing, removing a sense of control. A lot of that is psychological, but important.
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