Decent entry but AI is lacking.
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Dimensional Holes Invaders!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #89 | 3.864 | 3.864 |
Audio | #135 | 3.273 | 3.273 |
Fun | #207 | 3.182 | 3.182 |
Overall | #274 | 3.000 | 3.000 |
Game Design | #286 | 3.045 | 3.045 |
Innovation | #432 | 2.364 | 2.364 |
Theme | #513 | 2.273 | 2.273 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very neat. Can't really tell if you made the environment yourself or not, but it looks nice regardless. I do think the action in the game goes by very slowly and is very stiff. The "holes" theme isn't very present, and I think the game is a bit too visually busy, so enemies start to bleed into the background. And that's the biggest problem. The enemies don't chase down the player, so the starts to get boring if your the one chasing down the enemies. Not bad, but could use work.
It's okay, as user Handy Corpse pointed out as well below in the comment section I've made use of an asset pack I bought for characters and environment, and in compliance with the jam's rule 'All assets are allowed - as long as you have a license to use it' all other visual and audio assets are sourced: particle effects and post processing shaders are from packs, audio has been sourced from various sources, animations are from Mixamo.com.
Thank you very much for the feedback, I'll definitely expand on the AI if I come back to this project.
As for the blending between characters and environment, I do agree but there is no much I can do to address that feedback I'm afraid, as I am no visual artist and you pointed out I did not make the assets in the first place.
I do disagree however with the feedback about the theme not being present, enemies spawn out of dimensional 'holes' coming out of the ground, and the whole narrative of the game revolves around fighting the invaders coming out of these holes.
I do think it can be unclear how they are there if the player gets to an enemy after their spawn effect is vanished, and I only realised when I was making the video for the game's page that it would be 100x times more clear those are holes if I rotated the round hole to be facing the camera view instead of laying on the ground, like you see in that video.
I am impressed that you did this in just one week, astonishing!
Did you work alone on this or were more people involved?
Thanks!
I worked on the project by myself for a about half the week; I wish I could have spent more time on it and consider trying to make low poly assets myself, but sadly I was busy for most of the work days.
As other people pointed out the art assets, level, and some of the vfx were from an asset packs I own, since the rules do encourage to use such resources and I am not a visual artist.
What really helped me speeding up the implementation of certain mechanics was having previous experience and therefore a good know how in developing those type of game mechanics; I usually tend to look at my own previous code, and use it as a reference to develop a better and more robust implementation of the same feature, while avoiding the road bumps encountered when first trying to prototype a type of game mechanic I never worked on before.
Very interesting and cool game :)
I like the art style of the game a lot :)
The game is very good but just maybe some more content will make it even better like a reload mechanic, new weapons maybe and so on.
Overall a great game :)
waiting your rate and feedback on our game :)
Art style is awesome! Sound effects are fine, but would be better with BGM. Player control is smooth. Aiming is satisfying. It's a bit weird that the bullets have no trajectory tho.
ouuuuuuuuuuuuuuuuuuu the game design and the graphics killed me !! my dream is to know how can i make sth like u did !! well done dude :) great work !!
btw i rated ur game can u do the same pls ?? and thx anyway !!
Thanks! I definitely will keep on :D
Fun behind the scene fact, I literally implemented the arrow during the last hour of the jam, basically I realised that my AI could wander off into tiny corners of that map, I had no time to improve the AI, so I just tried adding a compass, the upload for the new build actually finished post deadline, but luckily I could submit anyways since it had started before the deadline xD
I'll definitely polish it up once voting period is over.
The graphic is no problem. The shooting is smooth and satisfying.
And some of your sound effects are perfect, but some just don't fit.
I once played a game just like this, randomly spawned enemies with a shooting character, but I adore this art style more.
This game has potentials, whether it's a party game or rogue-like game. (Mainly because of the visuals)
I think you should work more on this after the game jam. :)
The artstyle is pretttttty sweet. The controls feel tight. I did have some problem with spawned enemy not showing anywhere on the map (or maybe kills not being registered, dunno)
Overall, good effort.
Thanks! Although I got the assets from an asset pack I bought, I'm no artist and I worked don this jam alone xD
Also yeah, unfortunately the second type of enemies (floating little ones) do not register when destroyed, so the game gets stuck on the first wave with them.
I hope I'll find some time to make a patch for that now that the voting period is ending.
Really nice graphics! Had some trouble finding enemies as they continued to spawn but definitely enjoyed it, nice music too!
Very good use of an asset pack, the level was interesting and fun to run around. Could have used a little verticality to spice things up. Unfortunately, got stuck when enemies spawned, but I couldn't find them. Very good music and FX as well!
Pretty good game, but I got stuck after a while. It said 3/6 enemies, but I couldn't find any, and the arrow wasn't there.
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