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Thanks for the feedback and yeah this was my first jam. Being able to go behind the UI was a big issue for me the that I just wasn't sure how to solve other than turning the opacity down a bit which is what we did in the end. Thinking about it now, it may have been a better idea to just center the camera on the player and create a bigger play area. As for the upgrades system, the original concept was to introduce them at a much slower rate, but given how we didn't have a lot of time to spend on this project, and with most people only spending a couple minutes playing, it seemed like a better idea to simply make it more chaotic and give out all the upgrades quickly. Hopefully I am able to revisit this game in the future and look into creating intuitive upgrades with more unique modifiers and possibly particle effects that actually tell the player what the upgrade is doing.