The exponential growth of enemies is kind of crazy, as you saw yourself, when the browser tab came to a halt, aka froze! :D Otherwise, I like the movement of the player's character! Nice work!
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Enemies^2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #3 | 3.714 | 3.714 |
Audio | #3 | 3.000 | 3.000 |
Gameplay | #4 | 3.429 | 3.429 |
How well does the game fit the theme? | #4 | 4.143 | 4.143 |
How much do you enjoy the game overall? | #4 | 3.286 | 3.286 |
Did you make it in 3 hours (put 5 by default) | #4 | 4.429 | 4.429 |
Overall | #4 | 3.667 | 3.667 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours + 5 minutes to add a restart that does not work!
Comments
This is amazing. I love how you interpreted the theme. The animations are cute, and lively. Having black and white colors is a good way to keep it simple, but also look good. I love the way the main player spins when you move.
For the sake of game design, having the player shoot automatically to kill the first enemy is a good method to convey the rules of the game without having to write anything.
I managed to kill 74 enemies before the game crashed, but it was really fun.
I could see this as a puzzle game as well. Where each level is "Kill two enemies with one bullet", but you could have some hinders, or environmental effects to help you kill the enemies for different levels. This is just a thought that I had when I started playing the game.
This is amazing. I love how you interpreted the theme. The animations are cute, and lively. Having black and white colors is a good way to keep it simple, but also look good. I love the way the main player spins when you move.
For the sake of game design, having the player shoot automatically to kill the first enemy is a good method to convey the rules of the game without having to write anything.
I managed to kill 74 enemies before the game crashed, but it was really fun.
I could see this as a puzzle game as well. Where each level is "Kill two enemies with one bullet", but you could have some hinders, or environmental effects to help you kill the enemies for different levels. This is just a thought that I had when I started playing the game.
Still not work as smooth as i wanted it to be, but better than i ever expected it to be after seeing that mess XD
one of the problem i had is that the enemy bullet spawner didn't disappear or turned off after restarting. idk if you just using dont destroy on load or you're restarting by erasing obj, but whichever you do i really don't understand why would you do that lol
and no, jackshit on R didn't affect anything
at least i finally could review and rate the game lol
Nice visual, idk if you have some some education on Design communication visual or whatever people call it out there. but this game really have a nice art, and some little polish you gave it really make it a top notch
I can't enjoy the gameplay to the fullest since i play this on a toaster, i mean it could be used to create game, but it took like a minute to compile when you make any change to the code XD
the audio is fine, the music is better than what i ever make, but it too noticeably repetitive
Thanks! I didn't want to mess around with the code too much so I just grabbed a free pooling system off the asset store isntead of building my own. That one does a don't destroy on load on objects so they can be used across levels which becomes and issue when reloading the game.
thanks for the reign compliments. I am actually just finishing my diploma in visual design tomorrow :)
Tho I must say that I pretty much stole the aesthetic off a game called Solid Aether.
I like the concept but I think the code here is way to messy to do anything with it. Maybe I'll revisit the idea in some time :)
Wow! I think it's pretty awesome that we both got to a similar game! The biggest issue with my game is handling bullet spawns because when you kill around 50~ enemies the bullet spawn just gets so fast that at least my computer can't handle it. I tried implementing a premade pooling system today and while it did help a a bit (before it the game was playable till around 20 enemies for me), it didn't solve the issue.
I agree that reducing the amount of enemies you can kill with one bullet would lower the chances of crashing, however I feel like "golfing" the bullet is a fun mechanic (I had it limited to 1 enemy at first).
Thanks for the advice tho!
"Spawns too many bullets" "might kill your computer"
Me: It can't be that bad...
Me (after playing):
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