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Shield Jam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #66 | 3.726 | 3.857 |
CREATIVE | #130 | 3.312 | 3.429 |
FUN | #152 | 3.036 | 3.143 |
OVERALL | #164 | 3.036 | 3.143 |
EASY TO GET INTO | #184 | 3.174 | 3.286 |
AUDIO | #233 | 2.208 | 2.286 |
VISUALS | #279 | 2.070 | 2.143 |
Ranked from 7 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
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Every 10 seconds the game pauses and the player chooses a random buff for the player and for the enemies
What was the size of your team?
3
Please credit the resources that you used during the jam (if you used any)
Music by Eric Matyas
www.soundimage.org
Light Years
Steamtech Mayhem
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
twitters:
Jawad Usman (@seudonimm)
Malik Dobson
Romeo Henderson(@Totez0)
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Comments
The implementation of the theme was really good - I love the addition of the choice and having to balance positives and negatives. I think there are a few niggling issues that stop the game from being great, though:
I think, with a little bit of polish after implementing what I've talked about here, this could be a really fun little game ๐ I think it's one of the best implementations of the theme I've seen, it stands out far above the other "random event every 10 seconds" ones because you've got the addition of the choice. Good job!
Good work. I liked the gameplay quite a lot and it is very fluid, but the graphics could have a higher contrast with the background because sometimes it is quite hard to read what's going on. Also, maybe you could revise how the power-ups/enemy upgrades are combined to improve on the feeling of change.
The upgrade system is really nice, lots of fun to gradually become more powerful, and the effects felt noticeable, especially the one for number of bullets.
One suggestion I have would be to avoid cases where the positive and negative effect on an option counter each other directly. For example, having player attack damage go up but enemy health also go up is essentially no change.
I also felt the color shielding mechanic was a bit unnecessary and took away from the cohesive identity of the game. It didn't negatively impact my experience since it wasn't explicitly required that you use it, but I just thought it was a case where the added complexity didn't necessarily contribute much to my experience.
Nice work overall! I had fun :)
I like how each of the upgrades comes with its own opposing force. Background is a little busy which makes it harder to see what is going on. Overall, good
The concept is very original. I really liked the design of the enemies, and also the upgrades mechanics. Only problem was the background (which made me difficult to understand where the bullets were) and the size of the bullets/enemies. But it was really fun and challenging.
Overall, well done mate :)
pretty hard to tell whats going on most of the time, and pixel sizes are a bit all over the place, but still fun nonetheless. good job :)