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Cell Damage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #5 | 4.350 | 4.350 |
Overall | #6 | 4.350 | 4.350 |
Theme | #8 | 4.567 | 4.567 |
Mechanics | #12 | 4.067 | 4.067 |
Aesthetics | #24 | 4.383 | 4.383 |
Sound | #35 | 3.817 | 3.817 |
Music | #49 | 3.850 | 3.850 |
Story | #297 | 2.400 | 2.400 |
Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
2
Did you use any existing assets? If so, list them below.
Sour Gummy and Jua fonts from Google Fonts
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Comments
I had fun and the progression system felt good with meaningful upgrades. Well done :)
Very fleshed out , awesome :D
Great job with your game. It is a very solid and complete game. I definitely played more than I had planned. I thought the upgrade system and general gameplay to be very excellent and well thought out. There was lots of variety in the upgrades. I like that you gave more than one type of target to shoot like the bomb and bonus points. Awesome, fun and very well polished game. Keep up the good work!
Edit: I also needed to add that I appreciate that the RMB toggles on an auto-clicker. My forearm was starting to get sore.
I LOVE this game! I love a good upgradable rogue like asteroids type game and this one just hit it out of the park. It's got great asthetics, the upgrades are all so good I never knew which one I wanted to choose the most. Great game. All the stars from me. :D Just awesome.
Great work on this, very fun!! I thought i'd end up relying on the autoclicker but clicking around ending up feeling better to me, and getting to the point where i unlocked all the upgrades felt like a great achievement ^^
In the very late end-game, when you've got all improvements permanent already and the game just drops generic bonuses, if you do it a few times and your health is 500 or more, at some point it plays completely automatically and all you need to do is confirm the next bonus step...
Otherwise it's an interesting rendition of a Vampire Survivor/roguelike game that shows that player movement is actually not needed.
Really fun game, and feels well balanced lol awesome job!
I was surprised that I got a permanent upgrade when I died which did help make me play longer and get better upgrades!
Nice game, I like the rogue lite style.
Great work
Awesome game! Thank you so much for really cool game!
Good job, the difficulty curve with the upgrades seems well managed. I had fun !
Wow! Perfectly executed mix of genres and super addicting! Love it even though I couldn't beat Wave 10. Thanks for sharing!
Good GAme, nice asthetics, so addicting , so polished for a game jam.Keep it up
Great addicting little game! Really enjoyed the permanent power-up choices. Still could only get to level 10 but I had to stop playing so I could try other games.
Perfect web game, could easily be an official game on Y8 or Miniclip I think! Super great gameplay loop, initially I thought it was too difficult, but as you got more upgrades after death it ramped up quickly. One thing I was wondering, wouldn't "the optimal" strategy for the player be to just keep dying after wave 1, to stack up as many permanent upgrades as possible? Or have you implemented some system to counter that?
That is definitely a strategy we considered, and there isn't really anything in place stopping that other than the bosses giving you an extra permanent upgrade so there is some incentive to move forward. We had a few ideas for how the upgrades should work, including buying them with a points system, but we settled on what we have because we felt like it made the most sense for a game jam. People might only play the game for 5 minutes, so what can we do to optimize for fun, and what can we do that would make people want to play for longer? If we made it into a bigger game we'd probably do something else, but as it stands if someone is having enough fun with the game that they want to grind out more upgrades by dying after the first wave, then I'm honestly flattered.
Thanks for playing, and for your thoughts!
Thanks a ton for the reply! It makes a lot of sense, and for a game jam game I can definitely see your point, it makes a lot of sense to let it be as is. And I mean, I didn't use it as a strategy, even though I considered the option, but it just didn't feel like a fun thing to do :D
This is so addictive. There aren't many games that are polished in game jams, and that is expected. This one though is super polished, super fun to play, and I believe it will continue its life after this game jam.
Good job!
I had planned to play so many games today and then I played this... and could not put it down! The permanent upgrade on death is just genius! The green boss on wave 10 was a bitch to beat but so satisfying when I finally did it! So simple to play, polished, beautiful and utterly addictive! Can't think of anything to improve it, by far my favourite game so far!
Thanks so much for the kind words!!
Your game is incredible! Such a simple concept yet there's so much depth with the upgrades and meta progression. It keeps me wanting to improve and play again.
Very nice. Enjoyed the look and feel of this. Nice fast pace. Thanks for the auto clicker :D.
Was frustrated by the small click size early on, but the upgrade helped that :).
On the upgrades, I did find it frustrating to not be able to retain more. Early on it became a better option to die, and take the permanent upgrade, rather then try and push on and build bigger. And the loss of what I didnt now have after longer runs, was frustrating. Just a gameplay thing to consider, not sure what the answer would be.
Great game though, had fun playing :)
We felt the same, and agreed that if we were to pursue this game beyond the span of the game jam we would likely switch to a points-buy system so that making it further means you can purchase more upgrades. For the purposes of the jam we went with something simpler and decided game speed settings could help soften the issue somewhat (I consider it a completely valid playstyle to just set the game to max speed and focus on dying a lot to gather up the passives!).
Appreciate the critiques, and thanks for playing!
Great job, a very addicting little game with great mechanics!