Ohhh it's my weak spot -- top-down brawler hahah. Good work, I had a hard time initially to understand the overall idea of the weapons changing, but once I got it, the experience went smooth
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Stranded Monster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #622 | 3.809 | 3.809 |
Fun | #822 | 3.340 | 3.340 |
Overall | #1100 | 3.298 | 3.298 |
Originality | #2381 | 2.957 | 2.957 |
Ranked from 47 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?
You are a little Monster who stranded on an Unknown Planet. You got infected with a local Virus in the process which make you Out of Control from time to time. Your controls will be swapped , one button may map to more than one actions or no actions at all. You will have to constantly adapt and adjust your play.
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 used pre-existing audio
Comments
Hello!
I'd say that this is a fun game. Can't go wrong with an arena shooter!
The art looks very clean, very stylish! The color pallet choice is great for a space game!
The core mechanic is very chaotic and very fitting for the theme of the jam.
Good game! Enjoyed it quite a lot!
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It would help a lot if you would rate my game as well! Thank you \(^-^)/
Well done! It gets a little bit confusing and disorienting at times but I like the loop of switching controls, finding what button does what, and adapting to it. Also solidarity on this being a first jam using Unity, same with our game. You really learn a lot about the engine in just 48 hours, eh!
Somebody picked me up, yay!
It was a good concept with responsive controls and a decent presentation considering the time constraints. One of the first thing I noticed was that the explisions from the rocket launcher felt really nice and had a kick to them!
At first, I wasn't sure how the game was out of control, but then the timer completed the first cycle, and I was like... oh :D It was a bit difficult to figure out what exactly changed each time, and what were the rules for the changes. And I never figured out what the mushroom was for or how to activate it. It would have been good to show the player how long they're supposed to hold out, or even that the game has an end, as throughout it I wasn't sure if there was any progression in it at all. So in general, I feel like the game could communicate more to the player.
Thankfully the health bar was generous enough to let me figure some of it out and hold out long enough. Great job!
Nice job beating the game! You are right, there is definitely a lack of information on how the game works. I ended up putting the initial control scheme into the game page. And the progression system is the next thing I would implement if I got another hour to work on the game. That's why it is there but incomplete.
Really fun entry! It was hectic and hard to manage with adapting to your current debuffs, great job. I like how strong the sword and rocket are, because they because hard to use with the debuffs you really feel strong during the BRIEF moments of having a clear head. Wonderful job. If I was to give suggestions tho it would be to introduce more enemies with different AI I found the run around the enemy and shoot/slice them worked most of the entire game, maybe a projectile enemy and an enemy who chases you if you enter a specific range of them?
Great work
Great game, I love the little aliens! The controls were a little difficult to manage; it was definitely out of control! I think that if the player had a visual that showed them what buttons moved what, like if it had the WASD keys with arrows over them and when they change the arrows change. I think this would make it a little more manageable for the player instead of having to guess/figure out the buttons each time it changes.
Very nice work! Way to go getting all of this done during the jam. you've juiced the hell out of this thing and that helps a lot. Also, I think the little fungal aliens you made are adorable, and that's always a plus.
The one thing I was not a fan of was the input swapping. I know it was to fit the theme, but it just does not work for me. You've got this really fun, if simple, top down shooter and then it interrupts you periodically to ask you to relearn the controls. Often the moment of swapping lead me to take damage. To me that didn't seem like a necessary frustration. I think you could alleviate this by foreshadowing the coming change with an icon for each type of control swapping, but it may just be a bandage fix.
I would love to see you keep working on this. Your art style is great, and you've got a solid grasp of making games feel punchy, and satisfying, but I'd revisit control swapping thing and see if you can come up with something fun and thematically appropriate. I look forward to seeing what you make in the future!
Really fun game, the gameplay loop was really well made, and the theme was very well implemented, good work here!
Cool game, the graphics and animations are really charming! Shooting the rocket launcher and using the sword feels very satisfying, there's a such a kick to them. I don't feel like the swapped controls add much to the experience, but it's a solid way to spice things up for the theme.
Great job overall :)
Pretty awesome, love the presentation and overall gameplay is fun!
Fun and hectic, The sword is extremely effective until it becomes a fire extinguisher right as a horde of enemies is closing in!
Neat concept, if it changed your weapons as well as the control scheme (which might already happen? I think I might've bugged the sword out, which is conveniently a very OP weapon haha) I think there would be a bit more difficulty that I think the game lacks a wee bit of, though I could see it being better for a casual population. Also, a points system would be great for a little bit of replayability, but other than those two things, it's a cool game! (Also, FYI that the incendiary mushroom's legs aren't animated, I assume that's a bug? No big deal, just thought you should know!)
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