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The Not So Idle Idle Game's itch.io pageHow does your game incorporate the theme?
I've attempted to portray the theme through a design mechanic by trying to connect game genres. Specifically idle and shoot em ups. So the game is a connection of these two genres and made to adapt the standard motive of shoot em ups where you draw cards for completing waves or collecting them from dead enemies. The idle part makes you money and the upgrades are connected through that to the shoot em up part
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Fun.
I would add keyboard inputs for each purchase from the shop, as well as one to hide it so I can focus entirely on surviving.
Good game, best regards!
Really enjoyed the game, super polished for two games, don't really get the connection theme part, but still really good ^-^
idk if it was just me but the game seamed very laggy and also i can't really see how connection is involved in this game bur besides that cool game
Can you add the fullscreen button on itch.io?
My best attempt was 153 seconds with only a few upgrades. Pretty challenging! I think the the idle buttons are too far from the action, so it feels like the two subgames don't blend well together right now. Good job, though! :D
It’s quite fun, although difficult! The player needs some breathing room to check/pick upgrades. It has potential!
Curve difficult might need some work, but really fun trying to survive!
this was like starting a survivors game on the last level XD I agree that it is pretty difficult, but I enjoyed it either way, and congrats on developing a bunch of systems in a short amount of time!
Like others have already said, this game is way to difficult. A good rule of thumb is that if a difficulty feels good for you as a designer, that should be a (very) hard mode. During the making of the game you have already had hours getting good at the game as you are making it. Meanwhile your players will jump in with zero knowledge. Then on top this is a game jam, so people playing only want to spend a few minutes on a game, and move on to the next quite quickly. That means your game should be even more approachable then usual. For example, I doubt no one got to enjoy your upgrades, since everyone died and quit before they got there.
Secondly, it seemed like you over scoped your game. A lot of things, from the enemy spawns, to the movement speed to the fire-rate of enemies, feel like a one and done type deal. I, too, am guilty of thinking, "I'll tune that later", and then ending up with an arbitrary integer for my movement speed. But here it really bit you in the but, since that is what prevents players for reaching.
I hope you continue on your game development journey, and whish you the best of luck.