Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Shield JamView game page

A twin stick bullet hell shooter where both you and the enemies gain power ups every 10 seconds.
Submitted by Seudo Nimm (Jawad Usman) โ€” 2 hours, 8 minutes before the deadline
Add to collection

Play game

Shield Jam's itch.io page

Results

CriteriaRankScore*Raw Score
THEME#663.7263.857
CREATIVE#1303.3123.429
FUN#1523.0363.143
OVERALL#1643.0363.143
EASY TO GET INTO#1843.1743.286
AUDIO#2332.2082.286
VISUALS#2792.0702.143

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?

Yes

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)

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

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:

  • increase the player speed and fire rate dramatically. Like, 2-3x ๐Ÿ˜… same with bullet speed for the player
  • more enemies with lower health! Give me lots of things to shoot and I'll be much happier ;)
  • I know it's a jam so this is a really minor point, but the UI needs a lot more thinking through. Have a browse through https://fonts.google.com and pick a better font, and don't use the default Unity button borders - just remove the sprite entirely. Flat boxes look much better than the default Unity ones ๐Ÿ˜‚
  • feedback! I didn't really know when I'd been hit, so dying came as a bit of a surprise. I originally thought I only had one life until I played a couple of times. You should also make the enemies flash when they get hit, it's not really very satisfying to kill them at the minute.
  • visual clarity - the contrast between background and bullets was another contributing factor to why I didn't feel like I was getting hit. I didn't actually notice the bullets half the time.
  • randomisation on the upgrades - I often got a set of three where my powerup was the same, and was something boring like increased accuracy.

I think, with a little bit of polish after implementing what I've talked about here, this could be a really fun little game ๐Ÿ˜ 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!

Submitted

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.

Submitted (2 edits)

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 :)

Submitted

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

Submitted

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 :)

Submitted

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 :)