The game is pretty decent for an idle game, if only the hero was more chunky in health or the time before an attack wasn't large. That being said, I still think you did a good job with game that's been made in 3 hours.
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Idle Keeper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #12 | 3.000 | 3.000 |
Polish | #13 | 2.875 | 2.875 |
Ambition | #14 | 3.000 | 3.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
idk if i am just really good at clicking or what, but i felt like i was given a huge amount of time in between waves and was always extremely prepared for whatever was coming my way. i have a (bad) reputation for making games way too difficult, but i think i would have enjoyed being a little more punished by this one.
i actually used OBS to record my entire 3 hour development but youtube rejected it because i hadn't verified the account. now we're verified though and i would have loved to be able to see you code this one JMac. if it doesn't eat your processor / bandwidth too much you should capture and upload your next game development.
I actually did, it's on the FridayNightGameJam twitch channel. I am working to upload it to Youtube
It's hard to give useful feedback for this format given that 3 hours is so tight that frankly having a playable game at all is an accomplishment. I had an issue where clicking too rapidly would highlight the fullscreen button on the Unity WebGL player template for some reason, maybe you set the mouse capture to something weird? Maybe it's just Unity being Unity? Not really a problem since it didn't mess with my clicks, just a weird note.
Good job getting something playable out! Make the buttons a little bigger next time, clicking those tiny icons in a tiny web player was confusing at first!
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