Very cool defense game, visually nice, and also feels pretty polished. Good job!
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Glowsticks's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #40 | 3.062 | 3.750 |
Controls | #46 | 3.062 | 3.750 |
Graphics | #57 | 3.164 | 3.875 |
Accessibility | #88 | 2.143 | 2.625 |
Overall | #89 | 2.420 | 2.964 |
Theme | #100 | 2.347 | 2.875 |
Originality | #103 | 2.041 | 2.500 |
Audio | #108 | 1.123 | 1.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
Blood is Fuel -- Batteries are health
Game Description
A young boy goes to sleep on Christmas Eve and is excited to open his gifts the next morning, but to get through the night he has to go to battle with every child's worst nightmare; the monsters hiding in the dark. Using only his glowstick gun can you make it until morning? BE CAREFUL! if your glowstick gun runs out of battery, you won't survive the night.
How does your game tie into the theme?
You are fighting the monsters of the night, the only way to kill them is with light sources; in this case, glowsticks
Source(s)
N/A
Discord Username(s)
cimbalean, frio24
Participation Level (GWJ Only)
1
Comments
The art is great and the game definitely has juice - I really like the wave title, the ui and the sprite work, and the enemies are cool, and it was a smart move to make a wave based game for a jam.
On the other hand, there's no music or sound effects to amp it up and make it more exciting, and for me, clicking LMB repeatedly is very tiring - could definitely be a hold-to-shot instead.
One thing I noticed is that I believe the character is walking faster diagonally, you could add .normalized() to the input vector to fix that. Also, the character speed could be a bit faster too.
Really good job on your first game!! Congrats
Thank you so much for taking the time to play our game!
we ran out time early because I (Connor) had a trip planned with my faience, I thought I could get more done than I could hahaha. Sounds and music would have helped for sure! in the last hour or so of testing we were talking about weather or not it should have been a hold to fire like the rapid fire, because the clicking is definitely a lot.
With the character walking, It is going faster on diags but it is being normalized - there's definitely some bug there, I'll have to look deeper into what's going on there. As for the speed I think it's because an hour before released I noticed I wasn't multiplying the move speed by delta... but since learnt that the function "move_and_slide" does the delta multiplication for you.
All great things I can learn from! Thanks for the feedback :D
- Connor
Nice game, its very polished, even having an icon for the executable, maybe making so you could hold the mouse to shoot would be nice, I like how you gain a bit of energy after every wave. Good job!
Cool game! Nice controls and art, felt very easy to pick up and play
Very awsome game. It's very fun but also VERY HARD. I only could make it to Wave 12. But i enjoyed a lot the concept. Its kind of confusing how you lose when you run out of energy, and also how the enemies take your energy away when they touch you but still is a good game. Very funny.
Yeah.... It is very hard. We made the mistake of building and testing all the main mechanics outside the main gameplay loop and then once I implemented the wave system and configured the values we couldn't beat it! So we spent the last 12 hours of dev time, both getting better at the game and trying to make it easier for people who haven't been playing the game for 12 hours, it was a very hard balance to find. Although we could now both beat it every time, I still think we didn't do a good enough job of scaling the waves, lessons learned for next time! :D
As for the energy we were trying to keep it mega simple, so enemies "suck the energy from you" and the glowstick gun cost energy to use, so if you run out energy the remaining monsters would get you and you've have no way to fight back. I'm not sure how well we got that message across, but again lessons for next time and thank you very much for playing!
Hard to believe it's your first game! I enjoyed it and look forward to whatever you make in the future.
Thank you so much for playing, It is our first time. I (Connor, 27) have been building mobile apps and website stuff professionally for almost 9 years now and luckily I learned the Game Dev stuff wasn't a completely different world and I feel like that helped us a lot, because we could iterate more quickly than someone completely new to programming all together!
A simple, and competently made game featuring a resource system. The two of you did alright for your first jam.
One quick tip, though. I had a problem where my mouse could escape the window and click off the game. The rapid clicking nature of the gameplay loop makes this a bit of a problem. You can solve this by using "Input.mouse_mode = MOUSE_MODE.CAPTURED". This should stop the mouse from exiting the window during gameplay.
Overall though, congratulations on a competent submission. Raise your ambitions and come back in January!
Good job for your first game! The graphics are very nice and simple, fitting it very well. The concept and goal of the game was pretty clear and I enjoyed playing it. (Got up to wave 13). Overall I really enjoyed it. To improve upon giving the enmeies small health bars might be nice, to help the player conserve power so they don't shoot once or twice more then they need, maybe some simple music or sfx as well. But otherwise it was pretty fun!
Thanks for playing our game! Yeah I 100% agree with you about the health bars towards the end of our allotted time It crossed my mind but the game would absolutely be better and provide better user feedback with little health bars :D Music and SFX are my only regret for this one, I should have set time aside sooner to learn how that works.
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