Nice game! I think it would be cool if any key apart from left turned the car left - that makes it harder for the brain to process which could be more fun!
It's also like a shooter mixed with a driving game! Nice work!!
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #223 | 4.396 | 4.396 |
Overall | #294 | 4.000 | 4.000 |
Originality | #297 | 4.132 | 4.132 |
Design | #646 | 3.472 | 3.472 |
Ranked from 53 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I look forward to seeing more to this!
This is minimalism, pulled off well! <3
Thank you for playing.
No, there isn't any sound. We've never done sound for a game before and we had to pivot and build this game in only half the time of the jam. The full version of the game will have sound though.
The bigger screen was on our minds too. And I just realized I could just allow for full-screen.
I'm an idiot for not allowing it from the start! (Going to changing that setting on the itch page right now)
Thanks for your feedback!
Wow, really liked this game! And you submitted it after just half a day!
It felt like the pickup range on the arrows could be a bit bigger, but other than that the game was very well designed. I even liked the wide turning circle, because it meant you always had to be planning where you're going next.
Straying too far from the middle would mean you'd have to go further out to get your arrows back, and if you shoot an arrow while retrieving one the problem is compounded, so it quickly snowballs. It then becomes not just an issue of hitting the right goblins, but NOT hitting the wrong goblins and throwing an arrow away, to a place that's inconvenient to collect.
I love the minimal art style, and the single button input would mean this would work great on a touch screen. Very highly rated : )
- Joe
Thank you for all that feedback!
And you're right on the money with all of design points. They were all intentional and I'm very glad you perceived them as intended difficulty. The challenge IS planning where you should go next as well who NOT to shoot, you're 100% correct.
The submission 'after just half a day' was just the page. Any builds you update it with will not update that timestamp.
We try to have an MVP and publishable page by half-way through jams, so we published and submitted to the jam a playable version halfway through, but it wasn't this version... or even this game! We started out with a different game that by halfway through, didn't quite work out for a number of reasons. So we decided to pivot and made Arrows Left in a little less than 24 hours, the 22 last hours of the jam, to be precise.
Its easy to learn but hard to master :D. But i liked it. Good job!
Really cool and original idea but it's a little too hard. I think if the arrows were bigger, or had a bigger hitbox allowing some leeway in picking them up it would be more fair, because it's very difficult to judge the angle you have to go at to pick them up.
Very unique. Maybe drop two arrows per goblin, or give some leeway to pick them up ? Right now I find it so easy to get overrun.
Interesting concept and I kinda liked the minimal look too) Maybe a bit too hard to play (cuz the elements are really really small), but other than that - gj!
Ha! That was fun. Maybe the smallest game still fitting the jam's theme. High points!
A tiny fun game with pretty unusual 'one direction' idea, I like it. Also, movement feels good, really good, well done.
Easy to understand and yet challenging mechanic, neat graphics and perfectly adheres to the theme.
Good job!
Great job! This game is really cool, despite how simple it looks on the outside. I especially like that feeling you get when you triumphantly run right into a goblin after killing it or do so multiple times to create a combo of sorts.
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