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(+1)

A "Lot" of Sodom and Gomora huh? Well I must say that's some impressive wordplay right there (*_*)

Still I think the makes up for the different theme in its mood and setting. 

As another participant who made a runner game I'd like to offer a bit of advice:

  • Try to learn procedural level generation 

It's not a must, in fact personally our team prefers "designed" levels. But for the limited time you have during a game jam, a short investment here means being able to allocate time (and resources in most cases) elsewhere.

This also means you can include a "score" system so people will have a reason to replay the game.

  • Consider adding "tension"

Tension is very important in a scrolling runner. Our submission was slower paced, so we didn't make the screen scroll. In your game, the character gets further and further from the raining fire, as far as I can tell this is used to show progress and is very much a nice technique. But unfortunately as a side-effect the player faces less and less tension when they're supposed to be a dangerous situation. 

Some games take the exact opposite approach and make the destruction come closer and closer until the player slimly escapes. You don't need to do this per se, but you could add meteors into the background or similar objects to show the scale of the destruction. This way not only will the player be able to see themselves getting closer to the goal, but also that even if they're escaping the epicenter of the destruction they're not quite out of the woods yet.


Besides that this is pretty sweet for a first game-jam entry, a lot better than my own I might add  

(^艸^). Great job

(+1)

Thanks for the feedback! Do you have any possible resources for learning procedural level generation?

(+1)

Well it's a very broad topic but it's probably best to start with "runner" tutorials 

the next stage of this (even advanced for us) is to build "dungeon" or large structures.