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A jam submission

Ammo UpView game page

Ammo Up
Submitted by Kuro (@Kuroganeniello) — 52 minutes, 20 seconds before the deadline
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Ammo Up's itch.io page

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Comments

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What did this game do well?

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Very fun incremental game. I really like the minimalism and the vibe of the game and I can see myself spending hours on it. Very interesting concept where the small time and ammo limit makes the 'farming' aspect of the game very quick and fast paced. The upgrades also feel worthy of the grind to get them.

Love love love the minimalism!! The ability to shoot more than one at a time if they overlap is really cool too, and the movements are satisfying.

The game was very fun to play to try and continue collecting the points to get more skills. The feedback on the shots felt good and the UI was very cool.

I like the concept of saving ammo and deciding when to shoot. The design and game feel was also very nice.

Very fun game to play. Simple and intuitive.

It succeeds in pulling off that minimalist aesthetic. I know a lot of games so far have been minimalist but I think it's proven very, very hard to look like you're doing minimalism as a choice and not a constraint. Gameplay is simple but fun. It feels like the type of game I could grind out during 8th grade math class

I thought that John did a wonderful job with this game. I loved the simple design, which some may critique as too minimalist, but I loved the simple back background. I also want to give him props for completing this on his own. I also loved the simplicity of the yellow point coming out of the square 'death'. It was just another simple feature that I felt added to the game feel in a very positive way.

The design of the game is very satisfying. I can actually play this game the whole day get to collect the yellow points and get powerups.

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What could this game have done better?

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In the shooting part, I felt like there was a weird input lag or sometimes my shots won't go through which made it feel very frustrating. Also, I feel like initially, the game should try to give more upgrades to the player and then slow down a bit later on because the initial grind felt a bit too much and could cause players to leave. Getting upgrades and seeing yourself get stronger is what gives the dopamine hit and gets people hooked on such games so I think a little more fine tuning in this area would be quite beneficial.

It was a little confusing to find out how to play at first. I understood the premise after playing a few rounds, but I think sometimes it doesn't feel super clear.

It felt like the game had a bit of a lack of skill depth, and repeated clicking on red squares. I think it would have been nice to have a variety of enemies or something to have you think more about your decisions.

A more in depth resource system would be nice, with much better skill depth and feedback.

Sometimes, the click is not registered properly, and I was left wondering if I was doing anything wrong.

I mean, honestly most issues with the game come from lack of dev time rather than like bad decisions. I'd simply build on it more. Game feel effects, etc

I think that there could have been a little more variability in the enemy generation as far as the density through each level . Unfortunately, I did run into some problems with clicking on the enemies on itch, but I would be inclined to guess that that was just an itch problem.

The UI is kinda small on my computer.