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Side Hustle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #506 | 3.784 | 3.784 |
Style | #689 | 4.039 | 4.039 |
Overall | #1174 | 3.601 | 3.601 |
Creativity | #3544 | 2.980 | 2.980 |
Ranked from 51 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 game centers around planning your build and scaling up your power to survive each consecutive wave of enemies.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
nice game, turning all the bullets into yours is fun
That was very fun! I kinda wish there's more upgrades and abilities, but good job!
I'm getting Journey of the Prairie King vibes, but with more puking. Cool.
absolute blast to play, i think the bullet hell style genre works really well as a game jam game. loved that the main character has a unique design. if taken further, a tutorial or guide at the beginning would be nice. I think something telling the player that the abilities all stack in some way would also be good (as only the multishot one states this). other than that, fantastic work
Thanks for the experience
Very good, challenging gameplay and very well done graphics.
Mustache 👍
This thing's super coherent and an absolute blast. Bigtime Vampire Survivors energy, executed fantastically.
That was very fun! The mechanics are clever and engaging, and the character designs and style are charming and readable.
I think the most overpowered thing about Pacifier is that converted enemy bullets also convert all enemy bullets. Otherwise, I think (personally) it could be a default mechanic.
The audio balance seems a bit off; the music by itself is a bit quiet (hovering around -34 LUFS) while the sound effects on top of it are a smidgen loud (hovering the audio between -20 and -13 LUFS and sometimes peaking above +0.0 dB).
Also, while it's great (and much appreciated) that the sound effects don't stack endlessly, some of the sounds are prone to being clipped awkwardly. Maybe a couple of the pool-ball hit sounds can stack if they're not playing at the exact same time? I'm not sure of the best solution to that.
All-in-all, fantastic! Great work!
This was one of the best comments we had.
I was the responsible for the sound, and I am not a sound designer ahahahah
Complete agree with your points!
Thank you so much for the attention to the details and for all the feedback.
I really enjoy the colour palettes that you guy have used. And the aim helpped (me a very bad aimer) to actually hit something. All around good job!!
This was very cool, I vibed with it! Making this my main hustle.
Nice game, the art is really nice and I like that you added some aim assist
Had a tone of fun with it. Art is gorgeous. Gameplay is satifying and upgrades are interesting. Solid bullet hell. Great work!
Is not an easy game, but this is a fun game. Congrats! A experience bar would be nice to know when to expect the upgrade ;)
Great game, super fun! Art style is amazing!
Looove the upgrades. Great job!
What a great game! I really enjoyed playing this one. It reminds me of vampire survivors style. I would only add 2 things: A level experience bar and some more variety for the cue stick sfx :)
A really stylish and fun bullet-hell! The only gripe I had was how long it takes to get to what felt like a reasonable walk speed, other than that, really good job.
bom d+++
I loved it. A ton of fun
Cool concept and I loved the art and animation! The gameplay is fun, one of those roguelikes where you can completely break the game after getting enough upgrades! Perhaps the upgrades should be more like a skill tree where the more OP ones can only be reached after getting enough lower powered ones. That's just me backseat designing though, this is a great entry :)
I love backseat designing, always bring some good perspective.
Yes, we wanted to make it as a skill tree, where you need to get some specific lvl ups to have access to power ups such as the pacifier. Unfortunately we didn't have the time so it was a choice to keep it or not.
But thank you so much for the feedback and to reinforce this idea =)
This goes hard, no notes
The combo Multiball + Pacifier (and maybe fast shot) is too overpowered, and it became a matter of rapidly clicking in any direction not to die.
Also, enemies spawning where you stand feels a bit unfair
It's a shame, since the game has a creative system (like the diamond ricochet) that isn't encouraged to be used.
That said, congrats on your submission!
We 100% agree, Pacifier specifically ended up being very overpowered. We plan on overhauling the power-up system and giving other builds viability. As for the spawn points, yeah, if an alchemist or old man spawns next to you you're pretty much toast xD we'll have to think of a better alternative. Thank you for your feedback and we're glad you enjoyed the game!