Controls are a bit unusual, that could have some improvement but other than that great idea and fits the theme very well. You could really expand this game with new powerups and different enemies.
I enjoyed that screenshake any time you took out an enemy. I'd love more hit and death effects. And then to be able to chain deaths together so I could have all the fun effects triggering more frequently.
You can activate it when you kill the enemy. The dead enemy turns into power up. After killing enemy you will see the red cube. You have to go near to red cube. Then you will get two option one of to exchange your live with Power up and if you don't want to exchange then you can click on the leave button. Both buttons can be clicked through Right mouse button
Ahhh! No, definitely didn't get that. I find it super useful to playtest with people when designing, and not telling them how the game works, to see if a mechanic reads clearly or not. Might help for you in future jams!
No, I did not figure out how how to activate the first time that I played. I understand how it works now that you told me, but I didn't get it on that first playthrough.
I personally don't find it highly engaging yet. Don't be discouraged in any way by that, though. The potential is definitely there. I think finding the "metrics" that create fun for this game and then figuring out how to bump up those numbers through playtesting and iteration will take you far. Here's some metrics I feel could improve the experience.
Time to Kill: I want things to die faster because it'll speed up the dopamine hits and thus keeps me hooked.
Survival Difficulty: I feel like it's super hard to lose right now, which means that there's not a lot of tension. A lot of this is due to how much health I have. Lowering health would probably require lowering tracking on the enemy shots as well as it's fairly hard to dodge.
Aim/dodge difficulty: Right now the game uses an auto-targeting system which removes skill expression in the form of my ability to aim. I think you can keep this if you're attached to it, you'll just want to make sure I've got room to express skill in other ways (like my ability to dodge attacks).
Mechanic clarity: we already chatted about this one. Making sure I know how all the mechanics work ensures I have the highest chance of enjoying all your game's features.
Mechanic and kill "feel": the better a feature feels to use, generally the more players will enjoy using it. More feedback on a kill generally makes killing something more rewarding, which makes players more likely to keep playing.
Power up utility: run surveys with players to measure how useful they feel each power up is. Once you start getting 8+'s, you know the power up is solid.
There's definitely potential in the idea if you want to keep working on it. You've got this!
Comments
Controls are a bit unusual, that could have some improvement but other than that great idea and fits the theme very well. You could really expand this game with new powerups and different enemies.
Thanks for feedback will work on it
I enjoyed that screenshake any time you took out an enemy. I'd love more hit and death effects. And then to be able to chain deaths together so I could have all the fun effects triggering more frequently.
Didn't you tried using Power ups?
I couldn't figure out how to activate them.
You can activate it when you kill the enemy. The dead enemy turns into power up. After killing enemy you will see the red cube. You have to go near to red cube. Then you will get two option one of to exchange your live with Power up and if you don't want to exchange then you can click on the leave button. Both buttons can be clicked through Right mouse button
I think many peoples are having this problem they are not getting how to get the Power up and the whole game is about that thing 😞
Ahhh! No, definitely didn't get that. I find it super useful to playtest with people when designing, and not telling them how the game works, to see if a mechanic reads clearly or not. Might help for you in future jams!
so did you figured out how to activate power up or not?? Please reply
No, I did not figure out how how to activate the first time that I played. I understand how it works now that you told me, but I didn't get it on that first playthrough.
so do you like playing the game now??
I personally don't find it highly engaging yet. Don't be discouraged in any way by that, though. The potential is definitely there. I think finding the "metrics" that create fun for this game and then figuring out how to bump up those numbers through playtesting and iteration will take you far. Here's some metrics I feel could improve the experience.
There's definitely potential in the idea if you want to keep working on it. You've got this!
Thanks for the feedback will surely work on it