Play gamePossession's itch.io page
|Features; gameplay enhancements, integrated systems||#18||2.021||2.333|
|Gameplay; core mechanics, objectives, balancing, progression||#21||2.021||2.333|
|Creativity; innovation & originality across design, concept & execution||#21||2.021||2.333|
|UI & UX; visual design, clarity & ease of use, guidance, accessibility support||#23||1.732||2.000|
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
The concept of taking possession of an enemy sounds like fun and although it took me a few goes to understand how to play I was able to play it well. The functions of the enemy appear to work well but the player did have a few minor issues with movement, it seemed like he was ‘skipping’ a little bit. When taking possession of an enemy I was able to fight off the others well and the weapon also worked correctly with a limited range.
Although you don’t have a main menu as such, you do have some elements of UI in the game including a high score system which demonstrates good UI ability.
I did feel the environment was a little empty and it lacked any sounds, it is always a good idea to have some ambient sounds just to break the silence. I was not able to find any documentation to support your game submission, this should be included in the future but from reading your itch page description I do agree more time was needed for this games development. I know from experience that a players AI can be slightly complicated to get right but you had the very basics in there and they seemed to work well.
The game is simple and function but could do with more gameplay assets added to it. There is certainly room for improvement but then again there always will be in game development. As a YouTuber and game developer myself we consider it a pleasure to try your games and I am pleased to have had the opportunity to try your game.
YouTuber – FellowPlayer: https://www.youtube.com/channel/UCXzcduiD99hcDMhhCzByRiA
Really interesting idea this onw. I liked that the core game loop mechanic is in, however there is a lack of onboarding. I had a go by reading the description, but it is a bit confusing while in game - the whole use of clicking and keys is a bit frustrating and only managed to get control of an enemy too late.
Two main things to look at, at this stage: make sure you have a clear onboarding/tutorial. Secondly, decrease difficulty and allow the player to get rewarded in the first 5 minutes by decreasing the amount of enemies and ease the game difficulty considerably. If the player can familiarise with the mechanic in the right way, the rest will come naturally and organically.
- No accompanying documentation
- non-stock camera, but stock everything else.
- Audio - no
- Ai - yes
- Custom level with visible areas and water obstacles.
- So guess the game is:
- One red guy is selected as the shooter and shoots at the blue guy.
- The blue guy must move to get the shooter to hit other red guys.
- Points are scored for red guys that are killed.
- Blue guy dies if he is shot.
- Bug - Got shot a few times and didn't take damage.
- The implemented elements seem to work but not much to go on in terms of feedback.
- Need to work on building a full game loop and finding the core identity of the gameplay.
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