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Economies of Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #37 | 3.714 | 3.714 |
Overall | #80 | 3.592 | 3.592 |
Graphics | #121 | 3.592 | 3.592 |
Audio | #165 | 3.102 | 3.102 |
Innovation | #267 | 2.633 | 2.633 |
Theme interpretation | #291 | 2.612 | 2.612 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/imrealnow/EconomiesOfScale-GameOff
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Comments
Very fast and fun game! Apart from the issue you mentioned in the log (enemies not shotable when too close) I haven't noticed any other problems. Very good work :)
Just a curiosity: is there any feature that you had to break due to time constraints or other limitations? I would love to have your input in the "The Features Cemetery" topic. :)
Hey, thanks for playing and giving us some good feedback :) There's lots of instances of bits of content that we didn't have time to add such as different enemy types, unique upgrades and more varied rooms. But a big aspect of the game that we had been planning to implement but ran out of time for was an actual way to win the game. This probably would have included a better procedural generation system that can put specific rooms in certain places which you need to visit and clear a number of to unlock a boss room. It probably would have taken us another 2 weeks to get all that made and working well, so we had to cut it and reduce the scope of the game to just an endless shooter.
I noticed that sometimes my shots would just go through the enemies without hitting them. Conversely, there were times when I thought for sure the enemies would damage me but didn’t.
Having said that, the game is really well made! I really like the graphics, and the whole game is dripping with polish. Great work!
This game was really fun and addictive. Overall, looks good!
Really fun game, I’m no good at top down shooters but this one felt approachable enough for me to be able to get into it and have a fun time playing. Well done!
Nice one! I think the first weapon is a bit OP if you upgrade it a lot, I didn't need to use the other weapons because of that. The game feels great!
I really like the concept of your currency acting as your ammo, but I wish there was an actual reason to switch between the different weapons. Currently, is seems advantageous to just upgrade and use only one weapon, and I wish there was some more enemy variety, but the game looks and feels great to play. Great job!
That's an enjoyable game! Love the vibes and pixel art-style. Also the sound effects are cool
Cool and congratulations and continue but there is one problem the game doesn't work on the mobile
Interesting game. I like the idea. But I felt a bit ripped off when I saved up for the big gun and had to keep using the small gun. Not sure if there's a delay on crafting a weapon, or what. I didn't survive the next round to find out.
It was very funny! Excellent graphics and sound. But I ran into a few problems: I saw that you already fixed the problem with shooting at enemies that are close, which was not fun :)
Also, buying upgrades is really buggy, I had enough money to buy bigger weapons but the game didn't give me that option and sometimes I bought upgrades for much less money than what was written.
Nevertheless, a very pollished game, I really liked it!
Very fun to play. The ammo as money is a great mechanic. Good job!
Thanks for playing! I'm glad you liked it :)
Really fun to play. The fact that your the enemies drop ammo which is also your currency adds a whole new dimension to the game
I'm happy you found it pretty fun. Yeah, the gold as ammo was kind of the mechanic that tied everything together thematically. Your guns, your upgrades, your ammo and even the enemies are all made out of a wonder material 'nanoscales' that can self-assemble itself into anything.
Thanks for playing :) Working on levelling out the audio is definitely something I need to work on more. I had a system in place to change music or sound effect volume, but ran out of time to make the UI to adjust it.
Loved the mechanic of using money as the bullets, was quiet enjoyable experience.
I'm glad you liked that mechanic, I definitely thought it adds an interesting element of player choice and risk / reward. The downside to it that I didn't actually make a solution for was that if you run out of the nanoscale currency, you can't attack anymore. Thankfully it seems like it hasn't been an issue for the kind people that have played and given us feedback so far. Thank you for playing :)
It's a neat game! It's a lot challenging, and noticed the issue where enemies are too close, but I like the idea you followed. Congrats!
Thanks for playing! I definitely should have tried to get some people to playtest before the submission deadline. I had gotten too good at avoiding the enemies from hours of playing it myself, so didn't notice just how bad the collisions were up close. I've uploaded a bugfix update, and it seems to be completely fixed now as far as I can tell. Thank for taking the time to give us some feedback :)
Fun game! Like others have mentioned bullets seem to go through enemies if they're too close.
Thank's for playing, and I'm glad you found it fun :) The bullets not hitting when close issue should be fixed now.
P.S. I played Taxi 66, and it's super slick. It has such a cool vibe
thanks!
It's sad because sometimes my bullets don't touch enemies
Otherwise, it's fun and nice in the eyes :)
Well done! A simple concept but executed well. Getting to choose between rooms was a nice touch, too - definitely adds some replayability. Very satisfying to mop up all the gold (nanoscales?) after clearing a room. I liked the visuals, too.
Ran into a couple bugs: I skipped buying the large gun, but it was added to my arsenal when I bought the huge one. Also, after I died, quit, and restarted, I ended up in a room with 95 enemies and all of my upgrades from the previous run.
Thanks for playing and giving us some good feedback! It's kind of embarrassing, but I completely didn't test going back to the main menu after dying. If it wasn't for your comment, I still not might have noticed it. The issues with restarting, and the large gun being unlocked if you craft the huge weapon first have been fixed now. Thank you so much for taking the time to play and point out these problems :)
Cool concept, I like that the money is actually also your bullets, feels like you need to evaluate your options and the risk you're willing to take a little more.
It felt like my bullets were going through the enemies when I shot from too close, so my only strategy was always to just run away, when I actually wanted to get close, especially cause you implemented knock back. Feels like a miss when you can't use a nice mechanic like that.
Adding a dodge of some sort would be nice, feels like sometime an enemy would just spawn next to me and I couldn't avoid it cause it was just there you know. Having the ability to dodge it would make it so the player is rewarded by being skillful and understanding the mechanics.
Also, the music in fight felt a little repetitive, might want to replace to something a little less intense :P
But overall, I liked the aesthetic and the sprites, and the shooting and movement of the character felt good. Good job!
well done with the game - feels good to play! I feel like the movement could be a bit more dialed in, but it might just be a matter of getting used to it!