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Save and Destroy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #37 | 2.449 | 3.000 |
Use of the Limitation | #42 | 2.245 | 2.750 |
Presentation | #43 | 2.449 | 3.000 |
Overall | #45 | 2.373 | 2.906 |
Concept | #46 | 2.347 | 2.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
GameCarpenter, Fonts from Google Fonts
Software used
Godot 4.3, LabChirp, FL Studio, Piskel
Use of the limitation
Left-Click either helps or hurts depending on weapon mode
Cookies eaten
One this time (a mint oreo)
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Comments
Can agree with the others. Simple and fun :)
Chill and simple game!
Colors have a lot of contrast, I recommend using colorhunt to find nice color palettes to use in your games.
I certainly think I could have done a lot more to match the color choices to the mood of the game.
A more desaturated background would have made the enemies and allies read easier better and fit the mood of the game better. As it is, the game feels a bit cheerful for the theme, but it still seems to read alright - perhaps because of the outlining, window mechanic, and green/brown domination in the relevant portions of the background.
I think with the time crunch I defaulted a bit toward EGA style without thinking about it here XD.
Music and sound effects were on point and like the idea. The motion of the background elemts is also well done 馃帹
I was thinking this reminded me of a game on the NES and just seen you put about that in you description 馃榾
I liked the game! Very cute graphic style, simple but interesting gameplay, good music. You did a great job!
simple and fun game!
I really liked the music and the implementation of the limitation was interesting. I also liked that the environment changed periodically with the trains going off-camera and coming back. I could see room for the game to ramp up in difficulty, but otherwise, it was a neat experience.
A cute and chill game. The music and sound choice make it a very pleasant experience.
I usually don't go for backgrounds with this much contrast, but I think it works here since the characters and backgrounds do not intersect. The characters look nice too.
Maybe it's because I'm using night light (orange screen) right now, but it was a bit hard to differentiate between the tool type from its effect. Still, there's a button below the tool VFX that makes up for it, but it would be easier if I could see my weapon choice closer to the center of the screen. On that note it was also hard for me to distinguish between the robots and the humans, but again, might be the night light mode doing its job.
Maybe I'm biased because I like tough games, but I think you could ramp up the difficulty a bit. There are not many humans and robots so it's very easy to click on all of them, and there's a lot of wait time when the trains switch up.
Good job overall :)
Good points! Maybe I could have made the cursor change depending on the fire mode... Although I do kind of like that uncertainty aspect of it too, needing to track which mode you are currently on, leaning into the whole one button having two functions which in this case are opposite functions. I think I could definitely have made the teleport mode look more drastically different from the zap mode though. A larger field that goes around the glass coil instead of forming inside it would have been a lot more readable. Glad the switch did it's job there!
I heard there was some difficulty distinguishing the humans and robots in a quick playtest, so I went back in to do a fix before release, unfortunately for f.lux users and the like, the main gist of that fix was to tint the robots faces blue instead of orange, which is more or less the opposite of what blue-light filtering programs do!.. Something I didn't really think about when I made the change... I wanted to keep some difficulty there, but I could have definitely gone way harsher and use dark greys instead of just using light-blue. I guess you're getting something closer to the original sprite experience that way XD.
Yeah, I had some code in to increase the spawn speed as the waves went on, but I don't know if there was a bug associated with it, or the ramp up was just too gradual to be obvious. In any case, the trains shoud at least return quicker as the game goes on. I'm glad I set the minumum wave duration to 60 seconds, or there would have been more waiting for them to pull in, maybe I could have added even more time, or variation on the time in that direction.
You're absolutely right that there's a fair amount of waiting, especially at the beginning. I can think of a few things I could have done code wise to optimize that, but in part I quite liked that it gives players a chance to see the background, which you mosty ignore during play. It might be a good idea to drop out some of the background elements - conceptually tilt the camera down toward the ground a bit, to fit more trains on screen at a time to help bring the difficulty up.
Thanks for the comments!