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Xeno Zone's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #2 | 3.857 | 3.857 |
Graphics | #6 | 4.000 | 4.000 |
Technically Sound | #6 | 3.714 | 3.714 |
Overall | #7 | 3.595 | 3.595 |
Innovation | #7 | 3.714 | 3.714 |
Enjoyment | #10 | 3.143 | 3.143 |
Audio | #11 | 3.143 | 3.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Interesting idea, but needing to click exactly on the towers made it tough to shoot. If you could click on the line between you and the towers, if would be easier to shoot (though that might be tough to implement, so I understand why you didn't do that).
At a certain point, the enemies build up so much anyway though, that there almost isn't any point to even try to kill them. You can circle them in a fairly easy patten and consistently dodge, so only new spawns are a concern.
Overall, a nice application of the theme, but like, without any incentive to fight, the game just, isn't all the fun after a bit cause I find myself just running around in a circle.
I could see this evolving into a roguelite (if you keep working on it), with different levels (featuring different enemies) that you move to after beating each level's boss, different starting equipment (like, a gun that could do a buckshot, but has knockback, or a beam between you and the pillars, but locks you in place for a bit) and some other items that you pick up along the way to increase move speed, or general attack damage, etc.
Thank you! Yes we were planning on adding more things (upgrades, more enemies/progression and obviously score), but as usual in a game jam, time ran out. We also didn't have much time to test and play with the spawning of enemies. We might update the game so it's a bit closer to what we had in mind in the future :)
For the aiming comment: I believe making it possible to simply click between us and the tower would make the aiming aspect too trivial. At that point the game would almost only be about positioning well (which might still be fun, but I wanted the game to be about aiming too). Also it might cause an issue where you could easily just target a tower across the map accidentally (although we probably could limit it to the camera view only, but at that point yeah the coding becomes a bit more complex). What I'm trying to say is, yes it's hard, it's by design, getgud ;) (jk thanks for playing!)
Thanks very much for the comment. To add one more thing to what Peruman mentioned: If you have access to a XBox/game controller, I would personally recommend trying the game with the controller - I find that it's a different experience than playing with a mouse, easier/smoother to place the cursor on towers, easier to shoot (and because of that, I find that it makes it easier to play with more complex patterns where you can move from tower to tower and destroy enemies more quickly to stay on top of the invasion, rather than falling in to the trap pattern that you mentioned of just circling around one tower and and mostly dodging bullets as enemies pile up).
So, I don't have any sort of game controller (long live team keyboard!), so I won't be able to try that.
Being able to snipe towers across the map, yeah, that's a fair concern. So, lemme just up the difficulty in programming and say 'maybe the mouse should snap to the towers a bit' XD.
And yeah, running out of time in a game jam is a very typical thing, so no worries.
Yeah another commenter suggested that we could use the right-click on the mouse to 'lock on' to a tower. That's another potential option... if we get the gumption to go back in the game and update things at some point, we'll definitely discuss this topic.
Good memes. Ohio is the best.
Pretty cool mechanic, I enjoyed it a lot! Though the game is quite difficult. It would also be cool if there was a score or something so that you are incentivised to fight enemies instead of running away. Otherwise, great job overall!
Thanks! Glad you enjoyed! Yea the initial plan was to implement a score and upgrade system that changes the difficulty level, so there would be a progression line that's adjusted to the player's performance and play style. Unfortunately we didn't have enough time, but might be available in the future.