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A jam submission

Protocol: Void HuntersView game page

Submitted by CSLR — 6 days, 17 hours before the deadline
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Protocol: Void Hunters's itch.io page

Results

CriteriaRankScore*Raw Score
How well the theme was used#133.5263.526
Fun to play#143.3163.316
Innovation#173.0003.000
How it sounds#193.0003.000
How it looks#282.8952.895

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

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Comments

Submitted

Feels innovative with the fact that boss is unbeatable and evolves endlessly each time you try to beat him.

Submitted

lovely work, really cool graphics and effects, very pretty. I didn't realise there was an upgrade menu! Good work ;)

Host

Cool game - alot of potential and a great solid implementation ! Nice job :)

Submitted(+1)

Loved the difficulty increase when forcing the boss to spawn ads. I found a fun loophole that reloading at the right time makes it a virtual infinite gun

Submitted

This game was alot of fun to play, verry addictive, I liked the idea of the boss increasing the difficulty if you get to greedy by spawning more enemies. 

Submitted

I liked how the Reload indicator showed when nearly out of ammo, that really helped. And showing the health on the Boss as a way to initiate each round was a nice mechanic!

Submitted

Fun game. Auto-reload would definitely be useful here as well as different weapons. Good job!

Submitted

very cool twinsticker, no levelups and the projectiles are kinda hard to see. kudos on volume sliders!

Submitted

Good fun! I like killing the enemies on the boss.
It did seem like you could hang out far away from the boss and more or less not worry about the spawns

Submitted

fun to play and the shooting was very satisfying. if it auto reloaded it would be better for me

Submitted

Very fun survivor/bullet hell game. There seems to be a few bugs with the minions disappearing, but its super satisfying to drop the boss health and the minions resetting while dodging them.

Developer(+1)

i assume you mean them disappearing after each wave?
that is intended behavior, really bad execution of it but i was having problems with new waves coming in and enemies colliding with eachother and not separating