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A jam submission

Kill PillView game page

Arcade Bullet-hell and Crash-em-Up
Submitted by UsualVirtue — 9 minutes, 59 seconds before the deadline

Play game

Kill Pill's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#14363.0453.045
Originality#16163.2733.273
Overall#18013.0003.000
Presentation#24032.8642.864

Ranked from 22 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?
In order to score points and kill enemies you have to take the 'kill pills' that launch you forward at increased speed and change the control scheme. The goal was to make a central mechanic out of using control to set up advantageous positions, then low control to execute on those situations.

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Submitted(+1)

Well, I have might have broken the game XD but I'm not sure!

It was really fun and I've fancied the like attack mode I guess? XD

Now to the game breaking news: again, I'm not sure if this was intentional or not but… I think in my third run when I like got this power up, instead of killing all enemies, I just killed the MAP?! So I was practically free and could just go anywhere I wanted. Was still fun killing those enemies tho XD… But it wasn't a challenge anymore :P

But overall pretty decent game.

Also, pls feel free to check out my game as well :D

Submitted(+1)

Ahhh I'm so bad at this! I absolutely see what you're going for and think it's a really cool idea but the kill mode controls are just a little to frustrating for me. 

Submitted(+1)

Nice job!

(+1)

The thrust lasts too long, I survived to past the tone that plays and expected to return back to the original state but didn't. This could potentailly be expanded to include more map layouts which require you to handle the control and when to pick up the power pellets better. Could be a good arcade game

Submitted(+1)

Goodness, the controls for the kill pill are tough, and I like it. The way you switch direction upon taking another pill is pretty funny, and can be tough to get a hand of. The pill in front of the spawning position can be rather annoying sometimes, as I found myself dying before I could start. I think death effects for the enemies could be nice too, which would make killing them more satisfying, especially in huge groups.

Developer(+1)

Thanks for playing! But yeah - I realized maybe 20 minutes after the jam that the pill should never spawn right in front of you, that one gets a lot of people. Looking forward to giving your game a go!

(1 edit) (+1)

What impressed me most is the 'switch'.

It's fun as its idea and control.

(+1)

I think the general idea is fun, it's a little hard to control the kill mode, which I realize is sort of the point but I found myself mostly just going in circles to try to stay alive. Also, little thing but in the instructions you may wanna change the phrase "then navigate your way to the white power pills and go into kill mode". The term "white power" followed by "kill mode" made me do a double take. I'm sure it was just a mistake but I figured I'd point it out before you shared the game any wider :P

Developer

Thanks for the feedback and playing!

Big thanks for pointing that out in the instructions as well - that was a real face palm moment on my end, glad I could fix it early!

(+1)

No worries! I'm glad you can too! XD

(+1)

There's a bit of a learning curve for the controls when on the kill pill, but the contrast in that is what puts it in line with the theme of the jam. The gap in intuitiveness between the 2 control schemes make for a good focal point in the game's mechanics.

If this concept is explored further and becomes more refined in either gameplay depth or synesthetic sense of feedback & controls, I think it could result in a sort of hi-fi arcade-y experience. Something reminiscent of Geometry Wars perhaps, which itself could probably be described as Asteroids evolved. The idea has potential and a good direction.

Unfortunately, I played it on a keyboard, which is not the preferred control medium for sure. It would do great with the combination of an analog stick and a pair of L-R shoulder/trigger buttons. With that, improved level design, and production polish, this will become a haptic treat. Kudos on finding a strong core concept & mechanic.

The art style and audio are both headed in a good direction. That said, the visual polish is still a bit short, if I'm being picky.

I hope you take it further. Nice work!

Developer(+1)

Thanks so much for taking the time to play, and for writing up the feedback!

I'm planning on putting together a 'kill pill: Evolved' in the next week or two and will for sure take this into consideration ~ controller support is for sure a good call.

(+1)

The kill effect is WAY to long, but the game is kinda fun, with the controler switch

Submitted(+1)

I completely agree with this, I'd want something else to make the gameplay interesting, like maybe a race track