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Power Creep's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Is the game fun to play? | #32 | 4.000 | 4.000 |
| Sound Effects | #92 | 3.143 | 3.143 |
| Pixel Art | #94 | 3.857 | 3.857 |
| Overall Presentation | #107 | 3.286 | 3.286 |
| Music | #116 | 3.143 | 3.143 |
| Creativity | #139 | 3.000 | 3.000 |
| Effort | #165 | 3.429 | 3.429 |
| Theme Relevance | #173 | 3.286 | 3.286 |
| Innovation | #209 | 2.143 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Title
Power Creep
How many team members worked on this game?
1
What is the name of your team? (Optional)
N/A
For what jam catagory are you or your team competing for?
Overall Winner
Best Pixel Art
Best Audio
Best Innovation
Beginners Best
Best Multiplayer Game with SpacetimeDB
Are you a beginner?
Yes
Did you use Multiplayer with SpacetimeDB?
No
What game engine did you use?
Unity
Did you use AI to help with development?
Yes
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Comments
I love the mechanics, very reminiscent of wave survival zombie games. Generally a genre I love. Feels really good to play.
I realized pretty early I could just stand on cars, but noticed that was not the intent of the game, so i ignored it and had a blast :)
more weapons would be great
Very fun game! Art and sounds fit together nicely. Upgrades were nice. Funny intro as well. I did get stuck in the trees once but I managed to beat the 5 minute mode by running around.
All works incredibly well together, slight issues with getting stuck here and there but honestly its easy to overlook considering how well the game plays. Very nice concept and incredibly polished for the little time we had. Good one!
Hehe, I immediately got stuck in some car but they couldn't quite reach me. Second attempt went much better and I discovered the joy of stacking the hell out of fire rate. Fun game, I like the constant BASS, and the intro is funny. Always amazing how addicting upgrades are, it's almost a cheat code. Well done!
So glad you liked it! I think just about everyone gets stuck between the car and the hotel geometry the first time (me included!) so this is a good lesson for me to make sure there isn't a weird spot like that basically as soon as you spawn in. And yeah, I'm a sucker for upgrades (and intentionally left no cap on them because I get sad in games where you reach a limit and can't upgrade a stat anymore) and found jump height to be my favorite. If you pump just enough into jump height, you can leap clear across the map. And, again, thank you for the compliments to the music. I've never released a song before, so I am very much relieved that people think it fits the vibe well.
First of all, love that aesthetic. You definitely got the visual feel for this game down. Also liked the humour. Really set the B-movie-esque tone pretty well.
That said, the strategy of jumping on top of cars was a little too OP. I could've just sat on top of a car for the entire duration of the time limit and I guess I would've won. I think the easiest way to prevent this would've been to have some of the zombies have a projectile attack or something
As a result, the game was a little monotonous because of this. Maybe if there was another mechanic to incentivise killing the zombies ( outside of the score ) it would've worked a little better
Still, when I did really try to engage with the game, it got pretty tense when I had to search for ammo elsewhere, or try to get it from among the other zombies. It was also pretty tense seeing an army of them coming at me all once
While I think the zombies looked great, they really needed some sort of indicator to show how much health they had. Especially when it felt like later waves seemed to have more health. Maybe you could've had the enemies flash red, or maybe just add a red tint to them to show that they're close to death.
All in all though, I'd say that this was a pretty solid entry though. Good stuff here
Thank you so much for playing, and thank you for the honest feedback!
I definitely think multiple enemies of different types would've helped. My original plan was to have bats or some kind of airborne enemy (since you can also farm XP really easily by upgrading jump a lot and hopping on top of buildings, so this would've stopped that) but it turns out that hand-drawing like 20 sprites took much longer than anticipated, and it took a long time to figure out a probably super inefficient and convoluted way to billboard them based on the players viewpoint. I did some thinking on this post-jam and realized I probably could've just drawn it in greyscale and used a shader to make projectile enemies/different enemy types. That shader could've also tinted them red or something to show their approximate health too. Next time!
To go with the "All you can do is kill" feel, I had considered a "bloodlust" mechanic that would drain your health if you went too long without killing any enemies, but was afraid it'd be too annoying. Do you think something like that would've helped?
A bloodlust mechanic was the first thing I thought of, yeah lol. It would definitely help to incentivise seeking out enemies
But, I'd say the first real issue that needs to be tackled is the general level design and how zombies can't really get you on cars and high parts of the level like that. All the incentives in the world won't really help much if a player can mostly just camp and the zombies keep coming
And yeah, I'd say a flying enemy type could definitely help in this regard ( or at the very least, an enemy type that can get you no matter where you are in the level ).
Though I definitely understand not making more than 1 enemy type in the timeframe of a jam. Even I had ideas for 2 more enemy types for my game but had no time to make them lmao.
Colour tinting enemies does work as a good way to differentiate them though. Definitely something to keep in mind.
Again, thank you so much for the detailed feedback. This is great! I definitely have a lot to learn; this was my first real foray into 3d, using navmeshes, and implementing any kind of AI in general haha. I absolutely agree about the level design, by the time I moved away from the initial prototype level I had created using ProBuilder and into something with the actual meshes, it was probably a little too late. I didn't have the time to get the balance and design just right. But! Now I know how to actually make a level, so I think my next time around will be much more fun and well designed.
That was fun! Incredible job for the duration. I liked the raw music, the retro aesthetics, and the funny intro :)
Couple of issues I'd mention: collisions next to the ambulance in the beginning seem wrong. You can get cornered by the zombies while it looks like there's enough space. Another issue that the game didn't start on Firefox, but it did on Chrome.
I wish I could say that my thinking was that getting pinned there would lead you to double jump out of there so you'd realize how useful jumping can be and upgrade it, but the more honest answer is that I think I just messed up with collider placement/level design haha. Thank you so much for playing!
I wasn't able to properly play the game, cuz the camera was soooo slow even though the look sensivity was at the highest setting, but daaaaaamn that titlescreen looks killer man!
Were you using a gamepad? I thought I fixed that!
Someone else just told me the same thing! It works fine for me using Edge, but what browser are you using? I can't fix it now due to the submission window, but I can definitely keep it in mind for next time!
Nah bro you're good. I think its prob because I use a high dps mouse. some games don't like that in general. it's maybe because my windows mouse setting is set to be super low. I did it so I can crank the dps for my mouse even higher. im not 100% convinced but i can see that beeing an issue
I feel you on this mine has weird issues in chrome that I have no idea why but runs relatively well in edge.
Amazing work!
I loved it, although at one point I broke the camera and the mouse was leaving the screen and I could not play more haha. except for that very well done!
Try our rhythm/rpg game
;)
a 3d game was not what i expected in a pixel art jam but it turned out great. good job and if you can feel free to try my game too :)
Good work! I've posted in detail on the game page :)
I love this style of pixel art and the ability to improve my stats. It's hypnotic. I spent a lot of time spinning around the map to see how fast I could move. At first, I had a hard time finding a box to buy ammo. I don't know if it's a skill issue or a problem with ammunition placement.
I put one of the ammo stations across the street from you when you spawn in, but I think the filter makes the text not quite so readable haha. I considered making it glow too, but I didn't want a ton of stuff all glowy all the time. Thank you so much for playing!
I agree about the ammo. Maybe a clear icon for each type of interactable object would help so if you see red or yellow for instance you'll know exactly what sort of object it is and you can go to it or avoid it. I loved running around the environment really quickly too!
Excellent game!
The only problem i had is that for some reason the game didn't lock my cursor so i found it really difficult to play. But, luckily i could play it on my friends pc!
Nice game! I liked the game art and the gameplay is also fun. I played the 5 minute survival mode and it was a bit hard for me :D