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A jam submission

j019873hView game page

An FPS Arcade Arena Shooter
Submitted by veroli — 8 hours, 24 minutes before the deadline
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j019873h's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity & Attention to Detail#72.7502.750
Presentation Quality#73.0003.000
Overall#122.2502.250
Uniqueness & Innovation#122.2502.250
Documentation Quality#131.0001.000

Ranked from 4 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.

  • Nice solid little game, even if it's very well trodden ground. Controller support was nice touch. Tutorial hints were also solid touch. Could have used some balance and I wasn't a big fan of the level design.
  • I couldn't find any documentation, so I couldn't judge that. This game was fairly one dimensional, with a lack of depth within the core mechanics. More variation in the enemies, places on the map to take cover, and moments to pause between each wave would help make this experience more cohesive. Telegraphing for the arrival of new waves would have been nice, as there didn't seem to be any breaks in the combat. The weapons themselves felt punchy and sounded good, but were let down by the way that the ai behaved in response to them. The levelling/skills mechanic was hidden within the Esc menu, which hindered the accessibility of the entire mechanic and broke the game flow (as I had to pause to level up). All in all, there is a good core of an idea here, it just needs more depth and personality.
  • Documentation non existent in submitted files. Game is very well presented visually core gameplay loop is simple and easy to understand Enemy appearences / spawning isn't very well telegraphed, making frustrating deaths very possible. No way to heal that was explained, enemies dropping health or some other way to heal that's better telegraphed would be nice. Enemy AI pretty easy to exploit. Well presented arena arcade shooter but could do with improvements to explaining things to the player through visual cues (Spawns) and giving a bit of a more lenient difficulty curve / means to dodge / more telegraphed enemy attacks.

Portfolio Website
https://www.linkedin.com/in/oliver-jolley-6a18471a9/

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