One word,,, magnificent!!!
Play game
Split Shot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1033 | 3.547 | 3.547 |
Fun | #1326 | 3.093 | 3.093 |
Overall | #1801 | 3.000 | 3.000 |
Originality | #4027 | 2.347 | 2.347 |
Ranked from 75 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Massive clusters of enemies, creating more enemies, create an out-of control feeling
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
Really good game! I like the aesthetic of the bloom effect, I don't know if it was me but the mini map on the top right corner isn't working, maybe some way to recover your health or get a speed boost would help to engage the player
Good work!
The game is very interesting and it could easely be expanded upon... Well done
I like the sound effects for firing and the fact that there is original music. While surprisingly simple, the bloom effects added a lot of character too. Good job
Nice game, seems really polished all in all, it gets pretty hard though. I think making the player faster then the bigger enemies would allow for a bit more tatical approach.
Other then that, gorgeous visuals and sounds, great work :)
I can agree with a previous comment that the game didn't really feel as "out of control," maybe because it was actually well polished and balanced XD
But I loved it so much. The transitions were so clean and quick, the visuals are so simple yet effective. I love the glow effect and the mix of the color (as well as intuitive blue vs red/pink decision, and sharp triangles as enemies). Also, is it a secret if I ask you how did you make the shooting sound? It's so satisfying to my ears, so well done (I really like proper sound designs in any game). By the way, those triangles are even sillier than the characters from my game, they are so funny!
Do I need to add more comments? Naaaah (I loved the game)
I'm so glad you enjoyed it! It was my first game jam, so I'm happy with the result. It was also my first time really incorporating sounds and music into my games. I modified this sound http://soundbible.com/312-Killing-A-Fly-With-Flyswatter.html in audacity. I appreciate your comments! Thank you for playing :)
I thinks it's a great game, it reminded me to diep.io. I loved the concept, but I wish there would be more then one type of enemies. Great game! It makes me go YES!
Haha, a blue neon square chased by angry red triangles. For some reason that made me smile. I kinda kited the enemy around the edges of the map for a while, until I couldn't get rid of them fast enough and they got me at the corners. I managed a high score of 1331.
That was fun, as others have mentioned before, just changing the health bar of the enemies to be red might help with distinguishing from the barriers in the game.
I'm glad you enjoyed it, thanks for playing :) That high score is pretty incredible! When I playtested I only got to around 900 so good job :) The health bar is actually colored different than the walls, but I added post processing (with unity) to the camera, so they end up looking similar. But yes, I will fix that if I continue to work on this.
Nice game! It gets really hard pretty quickly haha. Maybe I would have made the player move faster, but that's just my opinion. It was fun :D
I made a similar game but with a different twist, if you wish to take a look.
Well done!
Really result taking into consideration it's a Jam! It's polished, it has sounds and it has nice controls. More ways to play (power ups, different enemies and levels) will definely transform this game into something. But now tell me... what did do the rectangle to let all those swarms of triangles so pissed off?! >:( hahaha
Congrats on finishing a game in such a short amount of time! It looks fairly balanced in terms of how much polish there is in UI, visuals, audio, gameplay and so on, which is quite impressive for a solo game.
In terms of gameplay, the various mechanics of the game make it so that the optimal strategy is to herd the triangles around the stage, all while mostly looking at the minimap (a harsh lesson after a massive triangle ganked me out of nowhere)... which is possibly not where the game is most fun at; there is not too much difficulty ramp up once you use this strategy (while faster and bigger, the enemies still pose little threat).
Another thing... I didn't like how the bullets felt; possibly a mixture of the shooting sound effect, their spread, and the lack of oomph impact on the enemies. Mostly the shooting sound effect though, which the player hears constantly throughout the game.
Still, it's quite solid as a game, which is quite hard to get in such a short amount of time. Good job!
Thank you so much for all of the feedback! I had planned to (and still might) add more interesting enemies, powerups, weapons and such. I see what you mean about the bullets not feeling powerful, I have had a couple people say that they wanted more bullet speed, and I will for sure take that into account when updating this game. I'm not sure what to do about the shooting sound, do you mean like you want less of it? Or more variation in/different sounds? I could very easily tone down the shooting spread, I included it to add some realism, but I think toning it down could benefit the game. Getting back to the 'main strategy' of the game as you described, to combat that I think I could add some ranged enemies, forcing the player to take cover and be smarter about where they run to, but I would like your input on that. Thank you for playing :) this was my first game jam, so I'm proud of what I ended up with :)
As for the bullet sound... it might be the volume, or me just not liking the sample. The thing with these sound effects is that when they're great is precisely when you don't notice them, and they still feel nice. The spread is alright, to be honest I think it does fit the game, but it's part of the elements that make the bullets not feel "strong" or "powerful", which is ok if that's not the feeling you're going for. With more powerful bullets one might "choose to make a last stand", instead of "running away and shooting behind you".
In terms of games like these, and some related genres, each enemy type can serve a specific purpose; an enemy that always follows the player is one that forces the player to move away from them, especially if they are hard to get rid of like in your game (since big ones create small ones when they're defeated). A very simple enemy type to add to compliment this is the stationary enemy that literally does nothing, or an enemy that just walks randomly (in circles, in a line, etc). In any other situation they would be completely useless, but in a game where the player is constantly moving away from a horde of enemies, enemies that don't move towards them tend to get more in the way of players, and they have to focus on dodging them while running away. There's other enemy types that you can use for various reasons, such as area denial, making the player stay still, making the player dodge side to side, etc. Eg: what purposes could an enemy that shoots bullets at the player serve?
One of the other things allowing the "main strategy" is the arena itself having borders. Walking in large circles very close to the border is very safe since enemies will only spawn within the arena and will naturally join the horde you're herding. You could either remove the borders, make it so that the player doesn't want to get anywhere near them, or incentivise the player to go near the center.
In any case... This was a very solid game for a game jam, it's really impressive that this is your first time making a game in such a short amount of time. Jams require really good time management, learning to prioritize things, and so on, and you've proven you're good at all of these.
Thank you so much for all of that! I think an idea for the game might be to start with a bigger map, then have a storm or ring, like in a battle royale. Adding on to your idea of a stationary enemy, I think it would be cool if the walls scattered throughout the map would occasionally turn in to enemies that pretty much act like walls. My thought behind the somewhat 'weak' bullets, was that because I figured that I wouldn't be able to finish multiple enemies in the time given, so I didn't want the player shooting from a huge distance and not getting up somewhat close to the enemies, having the risk of the player being damaged. Thank you for playing, and for all of the incredible feedback, I wish you luck in the Jam, I'm about to play your game, so I'll try my best to return the favor :)
Looks and sounds great! I like the progression, that they split to more and more enemies. I do find the gameplay a bit uninteresting though - I just hold the left mouse button and move away from the enemies. Maybe there could be a reason for me not to shoot - faster movement speed for example. Well done on making everything alone in 48 hours! Wow!
I liked the feel (music + visuals) and the fact that you shoot many bullets, it makes up for funny
I would probably make the enemies harder, like faster, and add some extra skill/powerup to the player, such as a Dash or a screen bomb, just so you have more decisions going on. And the minimap could be a key on showing the powerups locations
But anyways, good feelings! The minimap
When the enemy life bars became as big as the platforms, I knew I was done for.
Good stuff!
Leave a comment
Log in with itch.io to leave a comment.