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Radioactive Run's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #16 | 4.167 | 4.167 |
Enjoyment | #22 | 3.583 | 3.583 |
Presentation | #29 | 3.750 | 3.750 |
Overall | #31 | 3.625 | 3.625 |
Concept | #57 | 3.000 | 3.000 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
William Leonard (Jargonloster) - I did it all! Except for the music, but those credits are listed in-game :)
Software used
Unity, Aseprite, Audacity
Use of the limitation
The game is controlled completely by the mouse.
Cookies eaten
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Comments
Nice game, man! The missiles makes the game more fun and challenging than others infinity platformer games. I only didn't like need to press the middle button, I'm not so fast to click the middle button in unusual times xD
Visual and songs very nice and fits perfectly the game, very enjoyable game!
Thank you! I normally wouldn't use middle-click as a main control, but because of the limitation, I was limited to the buttons on the mouse.
Cool game! I like the idea and the gameplay is simple but fun! The game made me feel a bit dizzy in fullscreen as the camera was pulled in a bit too close. Well done!
If you could give me a rating/feedback on my game it would be much appreciated! :)
Glad you enjoyed it, I'll definitely try out your game :)
The game feels complete and well rounded. There is background musik, sound effects, complete menus and ingame credits + controls. I like the art style and it fits well to the game. Good job!
Thank you for the glowing review :D
Enjoyed the game! Timing the character jump can be pretty tough. Might be better to have him stay in the air a tad longer. I really like the extra layer of shooting the missile though. Well done.
Thanks, glad you enjoyed it! I've already been working on a post-jam build and I feel like I've improved the jump some. The main reason that it's such a quick jump is that if you survive to the point where difficulty is maxed out, you need to be able to jump many times very quickly because the acid comes so frequently. But like I said, that stuff is tuned better in the updated version I'm working on.
Just a cute creeper on wheels trying to stop a nuclear explosion :]
And the music on the start menu is good. She reminded me of Pathologic 2
Yeah, I also realized while I was designing the character that I accidentally made a creeper lol. Here's a clip of that:
https://twitter.com/Jargonloster/status/1374021346951376899?s=20
Did you broadcast live when you made the game?
No, I recorded at specific times and then edited together a devlog video. Here's a link if you're interested:
Yes)
It may only have been a short little game, but for what there was I enjoyed it! I liked how simple the game was, and how quick it was to learn too, and the difficulty was nice and challenging as well - easy to learn, hard to master. The jumping did feel a little off to me though. Maybe the hitboxes were off? I can't quite place what it was, but it threw me off a bit. The graphics looked good, although they were quite noisy - maybe reduce the dithering in the background a little? Some more visual feedback would've been good as well, like some sort of indicator when you hover over the missile. The parallax effect was very nice though and the colours worked nicely too, so it was a visually pleasing game! It was a fun time playing it, so nice work!
Oh, and one other thing - the game did crash for me once after leaving the how to play section, and wouldn't reopen, so I had to download it again. Maybe it was just on my end, but if you come back to it that's something you might want to fix :)
I really appreciate the detailed feedback, I'll definitely consider all of this if I make a post-jam version. Also really glad you enjoyed it!
Hot dog it is gorgeous. If you expand on it it would be cool to see more variety in the obstacles, but the missiles are a cool idea. Nice work!
Thanks so much!
Simple but cool concept, and suprinsingly challenging at first ! Neat visuals too, gj
Thanks! I've probably fallen into that trap of making the game too hard because I've playtested it too much. I may lower the starting difficulty for a post-jam build.