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Shoot 'Em Down's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3676 | 2.454 | 2.833 |
Creativity | #4237 | 2.598 | 3.000 |
Overall | #4454 | 2.358 | 2.722 |
Presentation | #5229 | 2.021 | 2.333 |
Ranked from 12 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?
A shoot'em up where you play as the bad guys, controlling their army.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
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
It is a fun game! I loved spamming enemies and create a mayhem in the arena. Unfortunately I spammed a lot of enemies right before the boss fight and I didn't have enough energy for the main fight. The second time I played a bit more conservative and I beat it!
Enjoyable game, good work!
Thanks for checking it out, glad to hear you enjpyed it!
A very interesting concept, but I found the most effective strategy to just be spamming units constantly. Because of the lack of control you have of anything, the game doesn't really have much strategy besides what units you place. However, I still somehow found game this quite enjoyable and satisfying, but I'm not entirely sure why. Maybe just creating a total bullet hell for the hero stimulates the "numbers go up"-part of my brain lol, so clearly you did something right that I didn't realize.
Yeah, this is very much a "proof-of-concept" in its current state. Having cooldowns would hinder spamming the same unit and increase the strategizing needed. Interactivity is definitely something that could be improved as well. Glad you found it enjoyable, thanks for checking it out and for the feedback!
Another game that’s similar to mine in concept, but different in execution. I love all the variation there is even between similar games.
I wish there was more to the gameplay than just pressing a few buttons with the mouse (it’d be nice if you got to control the enemies in some capacity, other than the final boss) but it’s a good effort nonetheless, and certainly enjoyable to play!
Yeah, the variety even in similar games is so fun to see. Just goes to show that even the smallest change can create a completely different experience! I totally get your interactivity comment, though I'm unsure of what I'd implement without giving you too much control of the troops. A problem for another day, maybe.
Anyway, thanks for checking out the game and thanks for the feedback!
Not to bad, simplistic but mechanics are nice.
Not to bad, simplistic but mechanics are nice.
Thanks for checking it out! Yeah, I had grander plans in mind but I ran out of time before I got to them. Definitely something that'll be improved if I turn it into a full game (currently no plans).
We did a reverse shoot-em-up too, but focused on the boss fight/bullet hell aspect. I expected it would be difficult to balance something like your game, where you're summoning armies, but you did a pretty good job of it! I survived with just 4 health to spare. :)
There's probably a setting in Unity that lets you scale pixel art cleanly - it's a bit of a shame that the boss ship was a big blur.
Nice work! Well done executing on the concept.
Oh that sounds cool, will have to check it out when I'm able to! Also great to hear that it seems balanced! Given how simple the Hero AI is,the Boss' forces had everything in their favor before some last minute changes.
Regarding blurry sprites, yeah there's definitely a way to do it, I just missed fixing it (when I use Unity, the game camera takes up roughly a quarter of my laptop's screen - easy to miss some things this way).
Thanks for checking it out and thanks for the feedback!
Needs alot better presentation, you won’t believe how much that carries games. One instantly beneficial change would be to ditch the button press and make it more interactive.
Yeah, I get what you mean. I'm not the best artist around (especially not when accounting for the time constraints), so unfortunately what you see is what you get!
I also agree with the interactivity comment. I decided against having the boss' attacks be button presses, but for some reason didn't think of having the troops button-mapped. I also thought of adding the ability to select where you spawn the troops which would add some more to the decision making, but I ran out of time. In short, there's definitely room for improvement were it to be developed further.
Thanks for checking it out and thanks for the feedback!
Hey! Another "reverse shoot-em-up" entry! We almost titled our game "up-em-shoot" so I was curious to see if anyone named their game that, yours came pretty close!
Cool submission! It felt like a tower defense but I was defending against a shoot-em-up guy.
Thanks for checking it out! I agree with the tower defense comment, which wasn't really what I expected when development started, haha