I liked how even a simple shape with a gun can have character 😁😁😁I could even imagine a story line
I think you nailed it with two guns.
I wish I had more room to run around and it was clearer how many hits each enemy shape takes!
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #12 | 3.706 | 3.706 |
Presentation | #15 | 3.412 | 3.412 |
Overall | #16 | 3.338 | 3.338 |
Concept | #19 | 3.471 | 3.471 |
Enjoyment | #23 | 2.765 | 2.765 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Godot, Inkscape
Use of the limitation
Only 2 guns to survive the entire round
Cookies eaten
10 tbh
The overall neon look of the game looks amazing, animation of the ship and overall mecanics felt smooth ! As other mentionned, it would be great if enemies had different patterns, but the game is still quite enjoyable, cool work!
Very cool concept and good use of the limitation! The art style is very charming and I could see it as the base for the look of a full version of this game! As others have mentioned, the difference between the weapons is kind of obscure, so communicating that somehow would make a big difference. I also think having all or some of the weapons (like the p90) fire automatically would feel better. Having to repeatedly click for the p90 doesn't feel great to me and is a little tedious. On something like the shotgun though it does feel better, and that can be leaned into. Having the heavier, more powerful weapons fire once per click would give them more impact than a weapon that fires on mouse hold, which would contribute to game feel really well! This is a solid jam submission, and in my opinion the base for a pretty cool game!
The concept is quite simple, but interesting. You managed to get into the restriction pretty accurately. I won't say anything about bugs, they've already described everything before me. I can say that personally I would add to the game so that I complete it.
In the weapon selection menu, it is not entirely clear what the stats of the weapon are. Perhaps this was intended, it is clear that the player will guess that the shotgun has more damage than the p90. But then, what's the difference between a green and an orange gun? You can find out from your own experience, but it's not always good. This is something worth thinking about.
Also, it is difficult to navigate within the field, because the weapon is very large, and the field itself is small.
I think the game has a future, it's worth developing the idea!
And I would like to note the design of the page, it's just super. It turned out great!
All in all, good job!
I see some of the issues yeah, the green weapon one was to let players explore and wonder, that's why it shoots stars but I think I could have improved the way I encourage that exploration.
For stats, I didn't make them very clear, I just showed some basic graphics and let player guess and connect dots to see how they would navigate through the game yeah
Field being small IS A BIG ISSUE yes, I don't think 600x600 was the best decision I made.
Thank you for such detailed review <3
Super fun, didn't realise I could move to begin with so I felt dumb!
I found a couple bugs which I have already told you about on Discord (SeriouslySpecific), but I shall reiterate for other players.
Switching from the green gun to the yellow gun seems to have some sort of delay. You can hear the yellow gun shoot, but it's still the green gun visually and no bullets spawn.
The counter at the top can drop below 0. I could not find the cause.
I love the colour palette, something about black background with sharp bright colours always attract my attention. The game page is super cool as well! It's clear a lot of thought went into this game, and I'm super impressed! I really can't say anything negative, it fits the limitation, presentation is great, super enjoyable, great concept! My only question, how does this fit the theme? Not a criticism in any form, just a thought.
Excellent job!
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