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(1 edit)

A really simple concept executed fairly well - I got 20 points but didn't really see a reason to keep  going. There are a few major issues:

  • the hitbox is waaaaayyyyy too big, for rage game you typically want stuff that can damage the player to have a hitbox that is smaller than the visuals. It actually feels like the hitbox is bigger than the visuals here 😬 it might not be, but there were definitely times where I thought 
  • There was a trail that happens when the character spawns but then seems to get disabled - I'd have liked to have seen that persist through gameplay (it would make the "loop" implementation more obvious too)
  • Mouse-based movement like this doesn't generally "feel" too good, it's weightless and not particularly satisfying to dodge things
  • The gameplay is overly simple, it would benefit a LOT from a single button press to go invincible for a second, even if it had a pretty long recharge time it would help with game feel and it would be really satisfying to get a clutch invincibility dodge. You could even drop one invincibility charge as something for the player to collect every 10 points or whatever, to give the player something else to do
  • There is no variety whatsoever, I got the whole experience from 30 seconds of gameplay and there's no reason to go back. I want to see a bunch of different enemy types! Maybe you have to kite a few smaller enemies into a bigger one to take it out, that sort of thing. Anything to add some variety.
  • Visually it doesn't really have anything going for it, sorry. I know it's a jam, but visuals can add so much life to a game like this - look at Geometry Wars for inspiration! Particles when enemies die, changing colours in the background, background elements that move as you move past them, that sort of thing takes a game like this from being pretty forgettable to something that you keep coming back to!

I hope this doesn't come across too critical, I think there's a decent little idea in here struggling with lack of... game... to really make it shine 😅 feel free to reply if you ever implement these suggestions and I'll give it another go!

Thank you very much for this feedback! 30 Points is amazing, so likely you didn't keep going just due to already having a really good high score, in a high score based game. Though I would like to respond to your issues.

1. The hitboxes are actually a tad bit smaller than the actual images, though seeing as multiple people have complained I will shrink them.

2. The trail was actually a bugged that happened right at the end due to the web export, but in the testing it was working.

3. Honestly without the trail, I do very much so agree with you. It was really the main way I made it feel good in testing and without it, it really does numb the experience.

4. Honestly people have been using the pause in a similar fashion to that (something I did encourage by calling it dodge down in the description), but I do understand what you mean, I honestly did want it to be as simple as it was.

5. The 30 seconds of gameplay to experience the whole game is very reasonable, but for a Jam, most people aren't likely to play for more than a few minutes, it was also with a "lack of variety" just due to me not really knowing how to add good variety, more enemy types is just the same game but with slightly more, and that didn't feel all too creative.

6. Yeah visually I didn't really have a style till the very last minute, which made it very difficult to do it well, but I just tried to keep it as simple, and as clean as possible, but yes that is a point I should've improved on.


Honestly I feel like a pretty major reason you also didn't have that much fun was just due to scoring well at the start, it's a game meant to challenge you, and getting 30 points in the first few runs kind of fights that purpose, but I can completely, or partially agree with you on all of these ideas, thank you so much for rating it honestly, I hope to make it more enjoyable for my next game!!