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A jam submission

AvoiderView game page

Avoid enemies, making them destroy each other
Submitted by kurt_c0caine — 2 days, 17 hours before the deadline
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Avoider's itch.io page

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Comments

Submitted

Actually a bit challenging, very fun.

Submitted

I thought I was killing the enemies, but I was killing myself! The "easy" way for me anyway is to kite them into a line and then proc them both at the same time, they will instantly "collide" with eachother if they are roughly besides each other in a line and start to launch

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Submitted

Very cool and challenging, I had fun with it.

I would recommend removing bullet time completely. I did much better and had more fun when I ignored bullet time. It uses up the same energy that blink uses, and blink is more valuable, so I feel like it's just a trap.

Might be fun to play this with a gamepad, then I could control my movement speed more precisely with a thumbstick.

Submitted (1 edit)

I like the concept, although it can't reach its full potential because of its flawed design right now. I remember your other game being more in the fun zone even if the concept wasn't that special.

The flaw is that I need to wait for enemies to attack, which makes the initial stages of the game REALLY slow. The basic premise the game shows is that you get in between enemies to make them kill each other, and it holds true later on despite all the twists to the roster. So the basic example has me wrangle with enemy AI, wait for their turn and then there's not much depth there to choose from either (except maybe for doing sick kills with wall bounces). Having homing missiles added more often to the roster could help a little.

The game really needs an additional way to manipulate enemies so that player can make decisions and quickly blast through the initial stages. IDEA GUY WARNING: What if the game had a way to taunt? All that waiting made me instinctively tap directions to dance next to enemies. It could even be a secret mechanic without much drawback when it doesn't work out. I'll try out this idea myself.

There are too much controls of little utility for me and as a result I find myself not using any of them. Walk, dash and bullet time? What if I had a single action fulfilling all their functions? I don't like the full speed/walk split too, I'd like to try accelerated controls where I can tap direction to adjust myself at small increments.

Enemy telegraphing is pretty well thought out (you are really good at this kind of stuff and it shows across your games), but you should consider a better indicator before attack rather than just having a red color which is hard to see. Enemies and attacks having initial acceleration rather than abrupt movement start would work better (it gives you information about the timing and direction at the same time), and where it's impossible a flash effect would be nice so I can notice it with peripheral vision.

It's a project that's hard to tweak to make it flow well, but I can see it being very fun and being quite memeable if you manage to solve the flaws and add some juice.

EDIT: Alright, I'm finally starting to see the depth of this game. I just wish the beginning stages of the game made it more apparent by placing a at least 4 enemies at a time and not synchronizing their attacks.