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RGB WAR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #13 | 2.927 | 3.182 |
Fits the jams theme | #16 | 3.679 | 4.000 |
Mechanics | #18 | 2.843 | 3.091 |
Overall | #19 | 2.906 | 3.159 |
Pixel Art | #22 | 2.174 | 2.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Neat game! I included it in my compilation video series of all of the Pixel Weekend Jam #2 games, if you’d like to take a look. :)
Nice Work !
Thank you!
It's a lot of fun, but it's kind of hard to find blue ink XD
Blue ones should spawn blue on death, sometimes switch to white paint to shoot'em. Also there was a bug with their rate, when i checked for green spawns i looked for the blue spawn rate, so green rarely ever spawned. I'm fixing some if the issues right now, and want to publish a patch soon, but sadly that does not count for the jam :\
I really liked it, bit of unbalance i thought
Thanks! That may very be real, because sadly i did not have enough time at the end, to balance the things. If youa re interested in what will may come, stay tuned for the game, cuz i think, i will make it may main active project,
Im trying to make a top down shooter, how did you make the movement
Vector2 targetVelocity = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
GetComponent<Rigidbody2D>().velocity=targetVelocity * movementSpeed;
Not ideal, and mostly gonna change due to refactoring, but it works.
Thanks it worked really well, how do you make it so the character doesnt just fall, nvm figured it out