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A jam submission

Save the world in the most anticlimactic wayView game page

Save the world from xaranq!
Submitted by Actravaz — 1 day, 23 hours before the deadline
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Save the world in the most anticlimactic way's itch.io page

Results

CriteriaRankScore*Raw Score
Theme interpretation#1183.4443.444
Gameplay#1433.1113.111
Innovation#1643.0003.000
Graphics#1723.2223.222
Audio#1733.0003.000
Overall#1803.1113.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository
https://github.com/Actravaz/STWITMAW

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Comments

Submitted

Interesting mechanic that you have to manage reloading a lot because it takes longer. I won't mention I saw the other comments give feedback on.

Might be me but it seemed like the diagonal movement was faster than straight line movement. It's not necessarily bad and could be be used to gain the advantage sometimes but I'm not sure if it was intended or not. If it wasn't, the likely cause of it is that you probably take something like vector for movement/direction and when you move horizontally you only set its x value and when you move vertically you only set its y value. For diagonal movement if you just set the x and y to the same values you set them for straight line movement the length of that vector is actually longer than the straight line's ones. You usually fix this by normalizing the vector, that is keeping its direction but setting its length to 1. Here's a video on it if you're interested:

But yeah, if it was intended then that's an interesting choice and players could exploit it.

Also the enemy variety is nice but they all seem to clump up together. Maybe some stationary enemies (like the archers who still pose a threat by shooting) or enemies that have preset movement patterns would spice it up a bit. As everyone else, I only managed to reach level 2 so it's possible that you did have more variance in terms of enemy movement later on.

Overall, the game has nice ideas and with a bit more fine tuning I think it can be even better and it's still an impressive achievement for a jam, well done :)

Developer(+1)

Thank you for the feedback! It was sort of a both option. I made players move the same speed in all directions before but the player kept getting caught in the wave of enemies and I didn't want to increase the speed so I set it back to faster diagonally. And who knows? maybe I do continue it.

Submitted

Might be intentional but canceling reload with Q felt unnecesary. Could just cancel it if I click to shoot. Enemy varilety was biger than I expected. Would also be cool if loosing reset the level instead of making me start all the way from level 1.

Developer

Hello, sorry for the late response.  I've responded to other questions about cancelling reload and I agree with you, making you reload again or clicking would've been better. The reason why you start from level 1 instead of your current level is because I wanted to make the a rouge game (which probably isn't the best decision). By the way, you never mentioned if there was a level you couldn't pass, Was that level 2? Just curious (sorry for my entire essay here).

Submitted

I liked the narration (e.g. the grave saying "loser") & simplified graphics, but unfortunately I've got stuck on the second level - not sure if I've done something wrong, but I just didn't see the archers (arrows were coming from the outside of the screen and I've had no way of defending myself / killing anybody).

Other than that, feels nice!

Developer

Thanks  for the nice words! I did intend this game to be a sort of trial and error game where you learn more about the waves and enemies as you keep playing but maybe that wasn't the best choice for a game jam submission. I appreciate the feedback still!

Submitted(+2)

Mechanics-wise, I think it's pretty cool to have the player slow down when reloading. It made me pay more attention to when I am doing it. Having different enemy hold different weapons is also really neat. The use of a story board for the intro is a great addition.

The levels are too difficult for me since the player dies after at most 2 hits. I was not able to go pass stage 2. I felt that the controls can also be streamlined. Most of my death happens when I am reloading, and it feels a bit clunky to have to press another button ('q') to cancel the reload. Personally, I would remove 'q'  and just make the player stop reloading when 'r' is pressed while reloading. You can also make the player stop reloading immediately when the shoot button is pressed.

Overall, I think it is a good start. Great job on the jam and good luck on your future projects!

Developer

Thank you for the feedback! I'm starting to be aware that I made this game too hard, and i'll add your other suggestions after the jam (to stay in spirit of course).

Submitted

Pretty much what 'OneThatEatYou' said I would also think of maybe some sort of dash or roll ability to quickly get out of danger instead of just increasing the health.

Developer

Also a nice idea. I think i'll replace the q key with a dash and make reloading cancelling done by the r key and firing. Thanks for the idea!

Submitted

Fun for a little while but could definitely use some improvements.

Developer

Was it too hard? or what was it. I want to improve my games with some feedback so any suggestions help a ton