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In the Eye of the beholder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1288 | 3.667 | 3.667 |
Style | #2088 | 3.400 | 3.400 |
Overall | #2405 | 3.200 | 3.200 |
Enjoyment | #4059 | 2.533 | 2.533 |
Ranked from 15 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?
The games difficulty is built to scale, as in it scales infinitely.
Development Time
96 hours
(Optional) Please credit all assets you've used
See description for full credits
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Comments
I like feeling of traversing the perimeter of the eye and hopping around it. Feels like a refreshing new topology for a bullet hell! I thought there was some pretty nice polish on this game too, many little sfx and moving graphics with tweening that brought everything together well. I agree that it felt a little slow so all I'd say about that is to build a demo level of your game early during the jam and play with variables such as spawn rate to find out what works best! Overall cool game, great concept :)
visually and design wise it's really nice, very well polished!
The aesthetics of the game are great! The game felt good to play, especially the shake in the dash. I tried to use it a lot and the eye got red then blood everywhere, really cool! It is a bit difficult to have the screen disappear so often tho. Anyway, a very cool entry!
All of the visuals are great! Everything moves and controls nicely. However, I hate to say it but the gameplay was a bit boring. Like, I thought "Surely I'm missing something right?" I found myself waiting around for something to happen, and then when something does appear, I deal with it quickly and then I'm back to waiting. I feel like if the enemies came in greater numbers and/or dashing was your only movement option, it would make the game more engaging. You've got a good foundation with which to build a great bullet hell!
I really like the aesthetic of the game and the controls really have potential. The game feels a bit too slow. There should be no to minimal down time between enemies and don't be afraid to spawn more than one. I don't know if I missed it but I also did not find any new weapons. Another cool mechanic would be to manually open and close the eye giving up visibility in order to have more energy. It would be cool to balance all of that in quick bursts. Very appealing game with a lot of potential.
I completly agree, and did not intend for the difficulty scaling to be so slow, but while i was redoing it i had to leave and sadly did not have time to redo said scaling. The original intention was for the scaling to gradually decrease the time btw waves and increase the spawn amount, although it this is technically in the game it just scale way to slowly, but thank you for trying and giving feedback, I will attempt to push a build with better scaling once the jam is over.
The tutorial is a bit overwhelming, as are the controls swapping directions when you are on the top of the eye, but otherwise very creative and fun with a top notch presentation and concept! My only critique is that I don't really see how it fits the theme, but otherwise very cool!
To addrese the controls i did contemplate inverting them when you got to the top, but i decided against it due to my assumption it would be as confusing to have your controls inverted halfway up the eye. Still thank you for playing.
Throws a lot of information at you at the beginning, but it's a very interesting concept with good gameplay!
Super cool and strange aesthetic, fun controls, and I love the random events with the watery eye, different types of enemies. As you mentioned, maybe balanced in the favor of the player too much but overall I had a good time with this! :)
the aesthetic is definitely a unique one haha, but the gameplay is very cool!
Thank you! :D