Played game on stream here: https://www.twitch.tv/asfunasfun
Nice job!
Criteria | Rank | Score* | Raw Score |
Presentation | #9 | 4.158 | 4.158 |
Overall | #10 | 3.763 | 3.763 |
Use of the Limitation | #14 | 3.684 | 3.684 |
Concept | #16 | 3.842 | 3.842 |
Enjoyment | #22 | 3.368 | 3.368 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Programming by Bouncing Turtle. Music by Neverdusk. Art from an asset pack by Jao.
Software used
Construct 3, FL Studio 20
Use of the limitation
Game is a roguelike. Enemies, bosses, and tiles are all procedurally generated. Music is also procedurally dynamic.
Cookies eaten
Not enough!
Played game on stream here: https://www.twitch.tv/asfunasfun
Nice job!
Really really well made game. Beautiful art and sound effects and some catchy music. I kinda wish there was more of an indicator as to whether a tile was going to start wobbling on the next turn though. I'm also not entirely sure what the range of the mech was wrt tiles it could move to on the next turn. Also the randomness really got me destroyed cus 3 mechs spawned right next to me and obliterated me at once lol. Still, it's a really cool concept which has been executed very well
Woah man what a solid pixelart! As the artist of my game I'm really jealous! Tbh I barely even focused on the game just kept staring to those beautiful tiles xD Just a note, seems like I accidentally skipped the tutorial so I was stumbling a bit at the start but once I catch the drift I had a lot of fun, cheers!
Thank you for the praise, all of the art was from this pack https://jaofazjogos.itch.io/framestilespack so if you really like it you should give Jao a shout-out.
Carving out uncharted territory is certainly Roguelike. Robot clashing with robot is hot! Timing the use of the shield while escaping a crumbling world was a challenging task. Excellent!
I cant say I am much for TB (turn based) type games so please take my critism with that in mind. I am more of a casual player to this kind of genre, with that said;
Opening tutorial had the relevant information I needed to play however I still did need a little bit more handholding that probably the average player. The 'yellow' tiles were quite dulled down (probably to fit the colour theme) but it was still obvious enough what you were referencing, this could be an actual issue with dichromatic colour blindness (I could be wrong tho). I was amazed to find so many different looking monsters, They looks absolutely fantastic! ~ even saw a blue dragon, wow.
After roaming for a little bit I was unable to find the correct direction to go and felt lost for a large portion of the time. Was this my fault? ~ most probably. For someone like me, I think a better indicator of if I am heading in the direction would be nice or a smalle randomly generated map for the first time so I could find the pilot and feel comfortable taking on a bigger map.
The audio was great and use of sfx was balanced and not annoying over the time spent playing.
I really the unique enviromental tiles and the music that ramped up in certain areas against certain opponents. :)
Thanks for the feedback, I appreciate you giving it an honest try despite not being a fan of the genre. The map is procedurally built as you go so you can't actually go in the wrong direction the game will just move the objectives in the direction you're going.
However this isn't ever really explained in the games and the tutorial was pretty rushed, user experience is not my strong suit but I am gradually getting less bad at it!
This game feels very retro despite not having played a game like it back in the day! I really enjoyed it though. The first playthrough I breezed through a lot of large bossy mech enemies, but the last few I really struggled to be able to launch tile-producing rockets. Not entirely sure what's up with that. The music and sound effects were very appropriate, and the gameplay very unique. Outstanding job!
Solid presentation and concept.
Good pixel art paired with dynamic music is awesome.
The world generation and enemy spawns are well executed.
A couple of issues I noticed:
- You could accidentally skip over tutorial text if you repeatedly click on the same control, which runs into a bit of an issue where it cuts off in rapid bursts and then starts the game
- Emphasize the importance of land rockets (I know the tutorial brings it up, but I just thought it was a nifty inclusion when using them, as opposed to being a requirement to maneuver)
As for my suggestions:
- Possibly display objectives (I was able to find the pilot, but discovering energy sources threw me off [which I'm assuming was killing another large enemy])
- Adjust UI clarity (could be a small symbol or hover tooltip, but I was confused about what each one was at first for a short time)
- Display enemy health and attack range (if you want to keep those hidden, you could instead signify that they are low on health by showing their sprite as damaged or such)
- Include the ability to click the green ability and click for where it lands (drag and drop can stay for faster actions, but by including this as well, it makes it easier for players to use)
- Add key binds for each ability (it can just make gameplay much more accessible)
Overall, this is a pretty cool idea, and I could easily see this being explored a bit further!
(As a great example for a starting point, I would look at Into The Breach)
Thanks for the well-worded and detailed feedback! It's much appreciated. I'll keep these notes in mind, one thing I really struggled with was making the dragging work right for the rocket I was making it with touch controls in mind and many of the initial things I tried didn't work but I think the tap the green button and tap the hexagon could work well so thank you for the suggestion.
The spritework on this one blew me away! Such great quality sprites, amde me feel like I was playing a SNES game. Generally the quality of the game is great, like the sound mechanics and of course sprites.
I do think having a menu where stuff like the story or general premise is explained as it was a bit difficult to understand what I was supposed to do. Could just be me though.
I'm generally a mechanics first and everything else after kind of guy. So I left all the dialogue, story, tutorial up until the last 2 hours of the Jam. Could definitely use an improvement I agree with ya. If you really like the sprites feel free to shout out to Jao who made them and maybe make something even better with them! https://jaofazjogos.itch.io/framestilespack
Awesome game! Not my favorite, but I can certainly see the appeal. Almost like the old school fallout game in a way. My only advice is that even just a few sound effects go a long way, and the energy bars at the top didn't really affect my gameplay at all. Otherwise I'm just jealous you executed such a complete game in just 3 days. XD
Unfortunately not my type of game. However this is really promising, I love the coherence of the art, concept looks fun, the gen looks well executed, loved the ennemy types or when a big ennemy appears.
Overall , the vibes and execution of the concept looks good, good work !
I can see the "Into The Breach" inspiration and I liked it!
I appreciate the game mechanics, the mood, it's very well done! Nice job :)
Really nice use of sprites, loved the music change when entering in combat! those details drive me crazy ^^
and i dig the system for procedurally generated hex tiles that can be destroyed, it makes the game's duration so consistent, great work!
Gameplay is interesting and enjoyable.
The art is also really good, though it being pixel perfect would have been better. Especially the color palette is pleasant
The music is okay, and the missing sound effects hurt the game
So overall it's good
This is such a great game, I enjoyed it a lot! All that's missing is sound effects. Good job!
Really good! It’s a shame that it does not have sound effects, you should add them if you have a moment.
Leave a comment
Log in with itch.io to leave a comment.