Hi, I'm hedge one of your judges! Played at https://twitch.tv/hedge_in at 9:09:30 <3 (Part 2)
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Super Color Assault Squad Team's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Fun | #24 | 3.700 | 3.700 |
Theme Interpretation | #34 | 3.700 | 3.700 |
Overall | #52 | 3.388 | 3.388 |
Sound/Music | #71 | 3.100 | 3.100 |
Graphics/Visuals | #118 | 3.050 | 3.050 |
Ranked from 22 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.
- It feels a bit too slow for me. Idk if its the movement or having to wait to deactivate each tower, but switching between squad members made it far more interesting for me.
- I love this idea!! It felt very easy to fall behind just because of the character speed (though maybe I just suck). Maybe a bit slower of a pan would be nice so there's more time to apply strategy, I found myself sending my guys in a bit randomly! Super cute art and music though and the idea is very unique!
- Overall a really fun game with a very unique take on theme, I could definetely see this as a fun local co-op game! I do feel that the game starts with too many towers harms the pacing a bit.
- This is a really interesting entry, I love the premise and the control scheme works REALLY well. I would like to see a little bit more polish, I felt like my guys moved a bit too slowly, there could be a little bit more animation and pizazz to the whole thing. I understand that it's a jam game, though, so that's only a minor gripe! My biggest issue is *SCORING*. You've got a very flat 1 tower = 1 point scoring system, which is a little bit too basic. For a game like this to really work, you want to use the scoring system as an incentive to play in interesting ways. IMO you could speed the guys up 2x, but make it take 2x as long to deconstruct a tower, then give players a little stacking bonus for doing multiple towers at the same time - in my head, you'd maybe have a "teamwork" state that triggers for say 3 seconds when two engineers are deconstructing a tower at the same time. While this state is active, deconstructing a tower gives TWO points - well, actually I think you should multiply all the numbers by 100 ;) 100 points for a tower feels better. Also, a survival bonus would be pretty nice - a multiplier that slowly ticks up the longer you're alive. Maybe it starts at 1x, and that multiplier slowly increases, maybe one every three seconds or so. So if you've been alive for a full minute, you've got a survival bonus of 20x and your basic tower is worth 2,000. This is just illustrative! One way of doing it, I just think that to make this game really stand out you've got to put some work into the scoring system :) good job though, this is a well-implemented game - no bugs, it's really clear what you have to do which is a major bonus (though instead of tutorial text I'd perhaps just let the player figure it out on their own, it's pretty easy to grok).
- The main gameplay is really engaging. It feels challenging but also kind of thrilling. The game can sometimes feel a little too RNG based, would love to see some more mechanics added to give the player more choice. Overall, awesome submission!
How does the game fit into the theme?
You control an elite squad of soldiers who must continually move forward and clear a path into enemy territory.
What premade assets did you use if any?
I used Tiny Battle kit made by Kenney for most of the visual assets. I used assorted sound effects from freesound.org, and a music track posted by nene to OpenGameArt. All premade assets were listed under a CC0 license.
What are the Discord usernames of everyone on your team?
Shawnaroo
Did you use MiniScript for your entry?
No
Did you use Playroom for your entry?
No
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