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A jam submission

Toy FrenzyView game page

Fight your way around the bedroom and survive against the endless waves of toys!
Submitted by Huw Weaver (@HuwWeaver) — 1 day, 8 hours before the deadline
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Toy Frenzy's itch.io page

Results

CriteriaRankScore*Raw Score
Quality of Game#43.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Love the visuals, and the overall concept. The pacing was too slow though, took too long to get the better weapons.
  • The design seems decent, lack of weapon feedback to the player took away from the enjoyment of the gunplay which is core in this design, however, I do enjoy me a wave survival shooter and this was fun to play. I got all the weapons after 43 minutes and died to a swarm of ranged robots. The verticality of the map is great and the theme is interesting, it is a shame the soldiers act like zombies and do not hop like they are from a toy story. - Control inputs do not seem responsive to the player even when reloaded and not sprinting - sometimes guns would not fire, reactive controls are letting this down a bit but I still had fun exploring. - I could only access the left side of the weapon wheel, used Tab instead. - It was nice to see a variety of weapons but the FOV felt too narrow for the gameplay. - Ranged enemies are a bit too accurate and bullets are too fast, would be more fun if they were slightly slower to become more of a bullet hell scenario. - I am a wave mode fiend so appreciate a good horde shoot-em-up
  • Game looks very good visually but is lacking mechanically. Up to wave 4 - still not enough points to unlock another weapon. Enemies pop in - no spawn animations or creative spawn methods for them (like they crawling out of a bucket of army men or something) Enemies have no cues to give away position (footsteps - gui icon if they're behind you etc) so easy to just get ganked / ambushed. Arena opening up is paylocked to the teleporters, who cost more than an SMG, which i want. Really easy to get soft locked and not have any pistol ammo.
  • - Well-presented trailer! The sound track overpowered the game audio a bit though - Custom exe icon - nice touch :p - Like the animated team logo! - UI - Nice simple UI that follows the game aesthetic nicely - Excellent selection of graphical settings! PC players will love this :) - Really like that the UI has audio for interactions to add extra confirmation that the player is doing things! - Nice happy go lucky soundtrack to contrast the quite dark soundtrack of the actual game - Main game - Very nice level - I really like how it expands out as you earn more money to buy the teleporters and also access shops with better, more expensive gear - You've done very well to not create too many dead-ends so there's usually somewhere to go, unless of course the enemy chooses to cover both routes out - The AI nav mesh is very well setup - it felt like the AI could find me anywhere and it was just a matter of time! - Content is produced to a very high standard! The graphics settings are high, and it feels like all the content is setup to look good at that level! I think the only placeholder looking thing in the game is the bullet impacts. - I really like that the toy shop still has the happy go lucky song playing when you get near it - kind of saying "these are toys, this is fun!" while they're making zombie noises and threatening to kill me :p - I had no collision issues and the physics mesh of the game was very well setup - The lighting of the scene was excellent - The tutorial is a great introduction - I like how you basically can't go wrong at all. One tiny tweak would be that I think the middle of the tutorial flashed past as I navigated the tutorial area and I missed it, so perhaps that stage needs a small block to make sure you do the actions you're being taught - other than that - excellent! I think it could use some steps to teach you about your HUD too - as it wasn't clear I was using up lives, or that I regenerated health until I noticed mid game. - I think you're doing something to scatter the gun shots which makes hitting enemies quite tough with the pistol (and all of the guns). It's not too bad at the start, but once the shooty bad guys come in, and the volume of enemies ramps up, I felt a bit underpowered for what I was facing. I was quite short on all ammunition. Also - it didn't feel like the shooty guys could miss, which felt a little unfair when I generally have to get closer to them. - The enemies are tough, and the weapon unlock ramp is quite slow, it may need some slight rebalancing just to let you get further into the waves. I found the volume of enemies, particularly when the shooty enemies arrive was a little bit too much for the load-out you have at that stage. Possibly the fire rate of the pistol needs to be increased? It may tire out your shooting finger, but that's the price the player pays - they'll need to move around more and run closer to the enemies to collect the ammo drops, but getting of more shots may help the balance feel a little fairer. - I was plagued by input issues - it didn't always register my button presses or mouse clicks which I think added to the difficulty. I generally had no issues with navigation, but the run button didn't always register, and neither did the shoot button. I could fix the shoot button by reloading (even though the HUD said I had enough ammo, and I'm pretty sure I had shots left keeping count myself too). To fix the run, I just had to move around for a second and it would return - I had a full stamina gauge whenever this happened - so perhaps there is something up with the stamina gauge/HUD in general? - I really liked that the turret was a pay to use it for a few seconds, although, it would've been nice to be warned it wouldn't last forever as I bought it to start a wave off thinking it was mine forever :p - The animations were excellent - I really liked the enemy death effects - it's quite satisfying to take out one of the shooty enemies. Ingenious to hide the walking animation of the shooty guys by the way, by making use a mono wheel :)
  • Easily the best looking game that I played. Very fun and responsive controls.

Credits
Animators:
- Jason Wilshaw
- Henry James

Artists:
- Liam Pilsbury
- Tyron Tuzara
- Krystian Mikula
- Mark Webb
- Alfie Birch
- Nikki Chahal
- Joel Macnab
- Eddie Stevenson
- Franco Garcia Benitez
- Jamie Wilcock
- Lewis Jenkins
- Dylan Radford

Designers
- Jordan Addams
- Jamie Ho
- Louis Whitehouse
- Sean Jones
- Liam Davies

Tech:
- Michael Roberts
- Huw Weaver
- Christopher Parry-Thomas
- Oliver Jolley

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