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Take the Risk GMTK Jam 2021's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1728 | 3.143 | 3.143 |
Fun | #1954 | 2.873 | 2.873 |
Overall | #2558 | 2.783 | 2.783 |
Originality | #3829 | 2.333 | 2.333 |
Ranked from 63 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?
Damage increase with the missing health
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Super fun game (the clouds behind are awesome!)!! 😁 That reminds me of the rage mechanic in some RPG 🧐 The game is bit hard though, so to be fair I didn't really "choose" to lose life 😅
Cool game! I like the idea of doing more damage when you have lower health, but I think in this case I wasn't finding any motivation to actually let my health drop - doesn't it make more sense to just take as little damage as possible, and let the extra damage at low health be a bonus? Maybe an ammo or time limit could help, although this could also just feel punishing.
I'm glad you like it
Balancing de damage buff was harder than I expected, I will probably change it a little after the voting period, maybe setting it at ranges of missing health, or just increasing the health of enemies making the extra damage a real difference or something like that.
Thanks for the feedback!
This is a cool game, but I'm not sure how it honestly connects to the theme of being "joined together." It just seems a bit of a stretch to me tbh
Your visuals and sounds are good, but I felt like I never actually saw a lot of ships after the first few seconds. I just saw their bullets and managed to kill them or almost kill them off-screen. Would be more fun if I could see them on screen more often (maybe I'm just too fast trying to kite them away from me lol)
Thanks, the idea is that the damage is joined together with the missing health, I was looking for a more non-physical connection between the elements or being control related.
I'm aware that the waves of enemies could be better, maybe having more delay between the spawn of an enemy and the next one or the turrets shoot only when on screen, but it was part of the idea trying to figure out where they were and kill them from a safe distance.
Thanks for the feedback!
This was really cool and addicting! The art style and UI are on point too. Good job!
Thanks! I'm glad you like it.
All the sprites are assets that I use or edit, the full list is in the credits and on the itch.io page in case you like something specific
Oh cool, cheers!
Good fun shooter. Looks really good for a game jam game too. Frustration I had was that I felt I was always getting shot by stuff off screen. Maybe if the camera was a bit more dynamic or if the enemies only shot when they were on screen?
Thanks, I'm glad you like it
The idea of the red indicator of the closest enemy was to try to prevent that, but I do want to try other solutions, like a minimap or something, but the camera is a good idea too. Thanks for the feedback
This is a good idea, but I think the connection to the theme, while strong in theory, is a little bit weak in execution. Perhaps something like faster movement would work? Presentation is solid, fairly intuitive though controls are a little odd on keyboard. I think this is a very common game idea though, this is not the first I have played like this to be made in a jam
Thanks for the feedback! I intended to have more things linked to the health but had to keep them off the jam prototype, probably add them after the voting period.
"If someone turned the Red Tearstone Ring into a game" Really fun idea, and good scaling for damage, but more design approaches could be used, such as variety of mechanics and better balanced enemy layout
I'm attempting a no-hit run of dark souls so... yeah, that was the inspiration XD
I tried to keep the game simple cause I was working alone, but I do have the intention to add more mechanics, some of which I decided to left out of the jam submission because of the time, and more enemies with better spawns.
Thanks for the feedback!
Good luck man, may the flames guide thee
Really nice idea, I really like the non-physical interpretation of the theme "Joined together" . The game is quite intense, and I sweated like a pig during the boss battle. Great fun and engaging! I only regret I don't have a controller, it must have been even better.
Thanks! I'm glad you enjoy it.
The controller does help a lot when shooting and moving, but even tho I recommended it a lot is not that much of a difference, it's easier but not that much of a change.
Thanks for the feedback!
Of course I was loosing live to increase my damage and not becasue I am bad :DD Clever concept, it was fun!
Obviously, everything is carefully thought strategy and not mistakes, everybody knows that....
I'm glad you like it!
Pretty fun game! I'd probably buy a more expanded version of it! There were a couple points where something unfair killed me (boss spawning on top of me, screen having very low visibility), but with more boss fights (and maybe a more difficult basic enemy, one you cant just get all into one place and shoot) it'd be really good!
Thanks! and yeah, the spawn of the bosses could be better or give a warning first, I solve it for the regular enemies but didn't have time for the bosses spawn.
Thanks for the feedback I'm glad you like it!
Neat idea! If you are able to add damage numbers or some other visual indication that your damage increases the lower your health, it might make a bit more sense. Good work!
Thanks, glad you like it
But there is an indicator tho, the number right next to the red sphere in the GUI is your actual damage, in the tutorial is explained but I know a more clear and intuitive way to put it might be necessary, thanks for the feedback!
I'm confuse even after reading tutorial. what do I do. but its fun walking round
There are waves of enemies of two types, one will chase you and the other are turrets in the scenario, the red bar around the ship shows you the closest enemy.
Once you kill all the enemies of the wave, a boss will spawn in the center, once again the red bar will show you where it is.
There is a total of 3 waves and 3 bosses.
If you have any other doubt or still confused about something I'll be happy to explain in more detail
how do I kill enemies
You move with the left stick and with the right stick you shoot, if you are playing on a keyboard you move with WASD and shoot with the Arrows
oh
I'm very happy you managed to implement a bullet hell game with this theme, well done! The controls feel good.
My only piece of feedback would be the arrow to the nearest enemy looks like I shield and I died a few times, until figuring out what the intent is.
I tried to explain it in the tutorial, but yeah, it could be clearer, I'll probably change it after the voting period
Thanks for the feedback and I'm glad you like it!
This game is fun! and the art style is really good. :)
Thanks!
All the art is assets I used and combine or edit, the complete list is on the itch.io page and in the credits, in case you like something in specific
We used a similar health mechanic in our game too! Game looks and plays really nice, good job!
Nice game. Might come back to this one later with a controller.
Never really liked bullet hell, but this was quite enjoyable. Good job!!
Really fun risk-reward mechanic, nice art, and an overall polished-feeling game! Good job!
Thanks!
The art is not mine tho, in the itch.io page and in the credits of the game are listed all the assets I used, in case you like a specific asset.
Really nice well thought-out concept. The controls where explained very well
I took the risk.