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Hold and Storm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #14 | 2.795 | 3.125 |
Theme | #15 | 3.130 | 3.500 |
Fun | #15 | 2.907 | 3.250 |
Presentation | #16 | 2.907 | 3.250 |
Overall | #16 | 2.935 | 3.281 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Presentation was nice and cute! Only thing I could've wished for was maybe a larger sprite of what these little dudes look like? Like how classic games even with small pixel guys will give you larger sprites with more detail on like a title screen or pause menu? Idk, just something I thought would be charming to add. Music was also p decent, not getting annoying or anything, just kinda a lil jam to listen to. Gameplay was simple enough to understand, red guys bad, blue guys are resource. It kinda felt like one of those phone game ads you see, and I mean that in a nice way lol. It was pretty fun to try and thread the needle through waves of enemies. I think this games biggest issue is the lack of conveyance. What do all of these items do? Like I can understand the Hp and Speed Up powers (I think) but I don't understand the Red dots and the Green Line powers. Like, I change the red guys to green, but what does that really do for me? Also, while the game was fun to play for a bit, I seem to have found a slight oversight? If getting alot of distance is the end goal, all you have to do is walk to the top of the walkway, and hold right. You gradually increase speed and rarely will find yourself in conflicts. This also allows you to pick up items without much fear of actually losing. Only reason I die was due to me figuring this out and becoming kinda bored. My score was 15.47 Km 563 Hospitality, which I'm still not clear on what that means. However, all this aside, you still did pretty well for a game made in like a day! Working under a time crunch is always impressive. I would rate the theme higher, but I also am not sure how the hospitality system works...maybe I'm just dumb. Still, an ok game to me!
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Comments
I didn't understand much that was happening, though I still like it. I just played it like 'avoid the reds'.
ALSO, i found a hack. if you stay at the very top and just move right, just holding right button. the player group will keep moving in that direction, it will then leave the screen. And eventually it will (I think) go past the spawn area of the reds. And the player will just keep speeding up while its outside of the camera and no reds will block it because it is already past the spawn area of the red. Hence, you can just keep going without any difficulty. Doing the hack, In the picture I got to %1700+ hostility to leader in just a couple of seconds. hehe
Thank you very much for playing the game and the feedback!
I would have forget to use VELOCITY_MAX, no, I wouldn't... sight... I did forget. XD
The spawn is calculated based on player position, so you didn't pass the spawn area, you just pass through it before the enemy squads are completely generated (it's not just sprite and collision shape, I have to join the soldiers to each other and check the joints consistency, for a fluffy behaviour if you bump in them, my method is probably not optimal). Because, a part of the fun should be to crash into enemy squads, disperse them or slice the squads depending on the loot you get... But, obviously, it was unclear. XD
Oh that's cool, and do that's how it should be played lol, i thought you had to evade as much as possible because the goal i thought was just to go deep. Well, goodluck with the game 💪
It was lovely playing this little game. The physics-like system is fun, and the different objects you pick up, add some variety. Maybe there was not so many sounds, but it is fun to play!
Thank you for playing the game!
I have a set of a dozen BGM that I made for my first two projects... and I never have time to create new ones during jams. Extend my sound library should definitely be a thing to do during an idle sunday morning.
good job! at the beginning it was not clear am I to fight or run. and I would also make the distance indicator more obvious, for me it was confusing. There is a need to spawn enemies on top and botton borders - I was able to get a boost and run on top side for like 2,5 km straight.
Very nice game with potential!
Thank you for playing the game!
I'll do a better UI. One day. Maybe next WE. Maybe. :)
UI is fine, just a little more emphasis on what is the goal. a bit bigger number and that`s it^^
funny :)