Challenging game! I included it in my Love Jam compilation video series, if you’d like to take a look. :)
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Lounge Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #16 | 2.889 | 2.889 |
Graphics | #17 | 3.167 | 3.167 |
Overall | #20 | 2.875 | 2.875 |
Mood | #24 | 2.778 | 2.778 |
Gameplay | #25 | 2.667 | 2.667 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
So anyway, I started blasting
The first few waves I dash in between boulders, taking the lives of my enemies without breaking a sweat. Then the heat ramps up as waves increase.. and as soon as I know it I begin descending a staircase of infinite bullets into a darkness which is my only freedom. I descend into a pitch black sky of 43 levels defeated.
I like the overall look. It's a solid twin stick shooter as long as the player plays along. There are also a few issues, so prepare for nitpicks:
- The music sure fits the "Lounge" title, but I'm not sure about the rest of the game.
- Bullets are a bit slow. While firing in the walking direction, bullets accumulate in front of the player.
- The playable character faces the way it is moving, not shooting, so bullets end up coming out of its back and sides.
- The frequency of the waves picks up quick and it seems kind of inevitable as the crystal thingies that work against it appear to be a bit rare.
- There was one of the flying creatures stuck at the very start during multiple runs. Shooting it would make it drop endless amounts of stuff I couldn't get to without taking damage.
- If the player is willing to leave the textured area, the game can be prolonged indefinitely. The Framerate will slow down to a crawl as the amount of bullets and opponents increases but the wave frequency will increase to one wave per two frames.
- I got my high score of 94 by pressing "D" for a minute or so.
- The seemingly infinite plain black area around the start offers no reference points that show how the player is moving.
Awesome comment, thank you! Yeah the music was supposed to be humorously contrasting to the shootin' part, but that may be a bit hard to catch.
Good point about where the player faces, in fact haha I can't believe I didn't think of that. I'll change it so that the player character faces the cursor position! :)
And yeah the frequency thing escalating so insanely was really just me not having time to balance things properly.
And ooh interesting, the stuck flying creature sounds like another bug that I've had happen, thanks for letting me know about that.
Regarding the non-textured area and the lag and the tactic of just running to the side, very sadly I just didn't have time to implement a proper play area. I guess I did some bad prioritization, oops!
Thanks again for the detailed feedback, much much appreaciated.
As felipeViana said, it gets bit laggy, but fun until then! The bullets live a bit too long. Would have been nice to have a reason not to shoot all the time, but very respectable submission.
Gets crazy quite quickly, might help if the view range was a little larger, and maybe if the enemies didn't shoot so much. Also some enemy variety (like attack patterns, etc) would bring this together nicely.
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