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Shredderun's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Fun | #9 | 4.079 | 4.079 |
Theme Interpretation | #9 | 3.947 | 3.947 |
Overall | #9 | 3.822 | 3.822 |
Sound/Music | #25 | 3.500 | 3.500 |
Graphics/Visuals | #47 | 3.763 | 3.763 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- The personality really shines through in this roguelike, its a good first game jam game!!
- Love the glowing effects and modifier system! Helps out those who struggle more than others (me) while keeping things interesting. Not very clear how to get past the spikey ball guy, though! Bit of visual and audio fatigue with effects, but nothing too overwhelming. Good job!
- I think the idea of keeping your upgrades from previous lives is really cool, although sometimes the game could feel pretty unfair until you get certain upgrades, especially with the low starting fire rate. But overall, I really like the concept and I think it was executed really well.
How does the game fit into the theme?
The shredder wall forces you forward. All player upgrades carry forward. Even death makes the game easier and pushes you forward.
What premade assets did you use if any?
Royalty free music and some basic UI health bar animators.
What are the Discord usernames of everyone on your team?
Tetratoric
Did you use MiniScript for your entry?
No
Did you use Playroom for your entry?
No
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Comments
Hi, I'm hedge one of your judges! Played at https://twitch.tv/hedge_in at 1:03:32 <3
Great game, bit puzzled on how to progress tho, do I have to kill all the enemies. Post processing bloom is way overused, fire rate of base character is way too slow.
It looks interesting, but it wasn't clear with the pink doors, and in particular the boss's life, it's not clear that you're hitting him with something.
Such a great game, could really feel the impact with everything I did, great visuals, great soundeffects as well, also the gameplay felt good.
very nice, game. i like how you made everything glow. i wanted to do the same for the lava in my game but i couldn’t do it. how did you do it?
In unity you can use the universal render pipeline (urp) to create a global volume with post processing effects, then you just add bloom and enable it on the camera. There’s tutorials online that explain it better with visuals.
this game's amazing, had me hooked. it's soooo addicting to play, I love it. 10/10
Wow! That was a good one! I hope people will be patient enough to beat the first lives that let you understand the mechanics and increase the pace of the game.
Nice mechanics, very good entry for the jam!
(12 deaths and 12mn, maybe I let myself died to reduce enemy strengths ^^')
Nice solid game! The vector art is cool, and I like the trade-off bonuses mechanic, it makes you think a little.
I really had a lot of fun with this game. The sense of urgency and the need to make quick decisions on whether to kill enemies or just keep moving forward made for a really tense but rewarding experience. I also really liked the sound effects and the graphics too, the game is brimming with personality.
The only thing for me though is that when I move to the next room and I accidently go back to the previous one, the camera doesn't follow me and so I couldn't see where my player is going. I'm not sure if this was intended and if it is I understand, but I think that can lead to some unfair difficulty at times. But overall, this was still a really enjoyable game and it was nice following its development on Discord.
Definitely one of my favourites, loved the minimalistic style (and the blooom of course). Took some time but managed to beat it. One thing that could improve it even further would be the camera movement, you cannot see what is happening further so you get jumped instantly after the camera transition.
full well deserved points from me in every category
Love the cohesive theme around the visuals and sounds! Firing almost sounds like the beat to some music. Very addicting, and having drawbacks to the boons is a nice touch!
I love the game! It reminds me of tank.io ;3
Good game, simple concept , but engaging at the same time. My main issues were:
- 2nd boss - you can't really predict, where they will shoot, so that's more of your HP check, not skill;
- 3rd boss - well, I guess you already know;
- Purple wall - I would make it disappear far more faster. Like I even managed to kill 3rd boss somewhat early, but then died just because I had to wait for passage to open and then shredder killed me. So yeah, Like I think death on boss because of dps check is more fair, than waiting some wall to disappear, which you can't really affect directly. So that's "I died because I didn't have enough damage" vs "I died because this purple wall disappear for far too long".
Thank you for your feedback!
I’ve fixed most of these issues in a build I’ll be releasing after the jam is over if you’re interested.
I really wish I had timed myself better to do a few full runs and make sure everything was balanced, but I guess that’s just something to work on in the next jam.
Nice game!, it's addictive, and the theme of upgrading the player and the enemies accordingly has an interesting twist.
I think some music would have added to the experience, and despite being simple art it's nice.
Good job! :D.
There is music if you turn it up in settings, I unfortunately forgot to move it back to full volume in my final build
Thank you!
Really nice game and very well executed. I had such fun playing a jam game this much in a while.
Super addicting and I outperformed my dev partner who always rolls me at games like this 10/10 would play again
Addicting game, makes me want to play it over and over again! When you first posted screenshots of the game on discord i was like ohh man this guy like neons XD
Lol thank you, one of my random messages that show up on the death screen is literally “When in doubt, add more bloom!” I live by it.
(Also it is the sole reason why the game looks passable, but lets ignore that…)
I don't know if anyone has mentioned how clean that menu is yet, simple but brilliant, I'm definitely gonna be taking some inspiration from that in the future. The game itself is really well done, all its really missing is hit flash for when the player and enemies get hit. Really great game across all criteria
Thank you! Yeah, it’s pretty simple to just move the UI elements around in and off screen. It’s kinda funny if you open it on mobile (wanted to test it for fun), it completely breaks the effect, though it’s kinda cool watching the stuff shift around.
its fun! I would have loved some sound feedback or something when I hit an enemy, I wasnt sure the big circle was something to kill at first. nice name btw
It took me almost 24 minutes and exactly 23 deaths. Wow, that final boss is tough! For the last two bosses it feels like the only choice is to get more health to survive long enough to damage them enough. Great game!
Thank you!
Yeah I didn’t have enough time to balance the last bit, though it is a bit similar to what I intended. I wanted the final boss to basically be a final check to see if you have enough health, speed to beat it before the wall catches up, and fire power to get rid of its health and mini versions.
I actually set the code to guarantee the first option after a certain number of level ups to be a health upgrade, since I knew that would probably end up being the main issue and I didn’t have enough time to implement a fully distinct ‘level up’ progression like I wanted too.
Ok yeah, definitely screwed up the final boss, that thing should spawn waaaay less enemies. I intended the game to be 10-15 minutes, and to get this I basically started skipping everything. You could probably lower the time by intentionally dying more, but yeah the balance is off here.
Yeah I had to start skipping things too. I saw the final boss around the 15 minute mark but it took me far longer to get strong enough to win (or die enough).
Oh well would you look at that faster AND less death HA