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GoBat's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #35 | 3.464 | 4.000 |
Gameplay/Design | #63 | 2.887 | 3.333 |
Fun | #67 | 2.887 | 3.333 |
Overall | #69 | 3.031 | 3.500 |
Graphics | #75 | 2.887 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
What do you feel about Difficulty in each mode?
What do you feel about the game in general?
What did you update?
More clients, another mode, another enemy and general updates.
Name of updated upload (if downloadable)
GoBat (post jam version)
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Comments
Fun game! Difficulty is a bit easy
This is a pretty fun entry. The music's fun and the controls felt solid and easy to pick up (though I would put the control scheme in the actual game).
The contrast in the menu is a bit too low, I find it a little hard to see which item is selected. Also, why put the instructions window on a timer? Kept having to click it to fully read it.
I found myself not really using the sonar attack that much. I flew fast enough to avoid enemies anyway and was more concerned about the timer of packages, and it didn't feel super intuitive to use since I kept expecting it to shoot ahead of me instead of sideways. Maybe more challenges can motivate the use of sonar attacks more? I also found after a bit of playing that it gets repetitive fairly quickly; something more needs to change to keep the challenge fresh, e.g. characters move around instead of sitting still, obstacles might have to be shot in order to reach a package target, other little changes in the map that keep it varied, etc.
Hello,
I liked the most the Gift rain mode. The gameplay is fast and it is clear what and where to deliver and the timing of packages is well-balanced. I really enjoyed it!
I did not enjoy the other two modes as much. As the whole map is not visible, you don't know, where to deliver packages, or even where are some packages. Also, the time to deliver is quite short. I think, there are two different solutions. In one, the player doesn't have to remember anything. In this case, show the player directions to packages and to receivers (e.g. arrows on the screen borders). Another option is to not show the directions. In this case, the player must have enough time to memorize (ideally one color at a time) the locations of animals.