Cool game with very good music! Only thing i noticed is volume was to 0 when i first played the game.
Would you like to play and rate my entry too? Thanks!
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #38 | 3.583 | 3.583 |
Technical Implementation | #88 | 2.917 | 2.917 |
Overall | #93 | 2.933 | 2.933 |
Fun/Design | #97 | 2.917 | 2.917 |
Music/Sound | #101 | 2.750 | 2.750 |
Graphics/Animation | #132 | 2.500 | 2.500 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Multi Fuctional : weaponry is movement. health is ammo
Team Size
Completeness
What tools did your team use to construct the game?
Godot Krita Gimp (and a music software, I don't know)
Which art and audio did you / your team NOT create?
Godot Icon
Cool game with very good music! Only thing i noticed is volume was to 0 when i first played the game.
Would you like to play and rate my entry too? Thanks!
Cool idea, but an issue with the game is when I go into a wall, after I get past the wall, for some reason I still have momentum the way I was going before I hit the wall. For example, I would hit a vertical wall from the right, then after I cleared it, I would keep going right. All my left-right momentum should've stopped once I hit the wall. Other than that, though, pretty good game!
The game is pretty great gameplay wise, but could do with a little more information such as how damaged the enemies are, what exactly is going on with the grenades, more info on how exactly the fan works, etc.
I'm also not sure if it was purposeful, but while i know your health is linked with your ammo, it seems to take longer to charge the less health you have. I would think that's how you have it linked, to represent less ammo, but it doesn't work too well gameplay wise. Since your attack then translates to your movement, in the long run your health affects your movement, meaning the more hits you get, the harder it is to try and avoid more hits. It might be better than instead of more hits taking longer to charge your attack, it instead weakens your attack, that way it isn't affecting your movement.
Thanks for the feedback. More information indicators would've been useful to add.
Taking damage reduces your max ammo, but not the recharge rate.
Less ammo makes the player weaker and leads to a snowball effect, which can be annoying. This was decided to better fit the limitation and story of the game.
I think it forces the player to be mindful, as every hit taken actually matters. I had tried making the ammo cost proportional (also damage.) It made getting hit feel inconsequential and only lead to needlessly drawn out sessions.
Sorry, I guess I worded the recharge rate a little poorly. I more meant that at full health, because each attack uses more than one piece of ammo, you can fire about 3 times before you need to recharge. but on lower health, you can only fire once, twice, or sometimes not at all. Since movement is paired to firing, which is paired to ammo, which is paired to your health, you could theoretically have not been hit once, but in trying to get away, just moving can kill you because you haven't recharged enough, which is fine at the start, but the fact that if you have been hit enough, it is physically impossible to attack even when you still have health, much less the fact that if you still attack, it can take around 4 seconds to do anything is a little frustrating. Sure you can fire a grenade, but that doesn't help with your movement.
Fun game!
It take a while for me to understand the mechanics. They are deep and well desinged and that's a think I liked a lot! I think they only miss some visual ui. For example, it would be nice to have an off screen enemy indicator (or a minimap that shows them). The fact that you should preserve corrupted antivirus is very clever, but I'd like to know if one is under attack.
Sound and art are nicely done, it's all very consistent withe the theme.
Overall it's a good game, deserve good ratings!
Thank you for the suggestions. Better UI would have made the game more complete.
Having a warning when a corrupted antivirus is targeted would be nice, especially when the player has groups of them. It would have also helped explain why the heat gauged changed. If I update the game, that would be good to add.
I liked the simple set up, it was actually quite challenging to have offense and movement linked. I was not very good at it and I can't say I enjoyed the look of it very much. Tecnically it all seemed to play pretty well and it was interesting. Just in need of some more juice.
Simple , good , enjoyable , its a simple game but still good and well made few issues already mentioned by other people...thats fine idc really about these tiny issues , some effort went into the making of this game , therefore I'll give you a solid rating 5/5 for everything!
Good game, interesting idea for the setting gameplay concept. I really like the loading bar for the enemy attacks.
Nice Submission!
I like the use of the theme, made the game quite challenging, at least more than I expected at first.
I do agree with a few here that it feels like the shotgun is a more comfortable option, so I mainly used that one. Although, it didn't make much of a difference for me, and I enjoyed it regardless.
Well done :)
I love the idea! The implementation of the theme was very clever. The grenade was a little weird when the explosion followed the player but other than that great job!
This is definitely an original idea, well done. The graphics are simple. but the color contrasts work and the shapes are all clearly distinct.
The recharge speed on the shotgun felt a little too slow, considering that the player also needs it to maneuver. If you're concerned about making the shotgun overpowered, a compromise might be to have a lower cooldown, but less damage.
Protecting those friendly bodies was pretty difficult, but I did manage to beat the game. That was pretty satisfying!
I didn't get any audio when I played this game. If you didn't implement any audio, consider including it for immersion, even if you don't have that much time to get it perfect. (Or, you can collaborate with a sound designer, of course...)
I think that i played this game the most of all of the submissions so far. Definitely the funnest in my opinion. Great game!
Moving and attacking at the same time is a good idea for a mechanic. The shotgun feels better than the grenade. A bit short/limited, but fun.
Fun little game, took a few attempts to get through but enjoyed it! The health/ammo management was interesting to balance. The first few times I didn't realise properly why I couldn't fire so often - although I think that's on me for not properly reading through the mechanics.
I confused the heat bar at the top for the health/ammo earlier on - perhaps this can be better indicated by some other icon next to the bar. I couldn't find good uses for the grenades so much as by the time they exploded, the antivirus had moved past on the times I tried them.
As a side note: sound was working fine for me in a Firefox based browser on Linux - just thought I'd let you know as you mentioned it in your description.
Well done. The mechanics are straightforward to understand and it presents a nice challenge of managing health/ammo while also moving around with purpose.
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