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(+2)

Fun game!  I found a couple bugs (listed below) but nothing game breaking.  I also have a couple suggestions for game clarity.

  • If you don't maximize the game, the UI overlaps and goes off the screen
  • I managed to get the first attack to hit two enemies at the same time, not sure if this is intended
  • It can be hard to know when the player is taking damage, having the sprite flash red or something like that might help.
  • I had a hard time knowing when my abilities would fire, maybe adding a visual cool-down in the top left would help me plan when to turn around and fire at the enemies  (This could also be a skill issue).
  • I'm not sure how the jam jar is targeting, but I had an instance where I had one enemy to my east, and one to my south.  The jam jar fired straight south east and missed both of them.  If you're finding the average of nearby enemies it might not work well.  One option would be to find all the positions of enemies rounded to the nearest 50 or 100 pixels and pick the most populated location.
  • Not sure if it's intentional or not, but if the chance to double your upgrade is proportional to the area of the slices, then on average you'll get less than just taking the standard upgrade.  Meaning the safe option will also get you more upgrades in the long run.
Deleted 155 days ago

Hey, first of all thanks a lot for the detailed review <3 ! Most of the issues were already known to us, but due to time constraints we couldn’t fix them in time. It was our first jam and also our very first game.

  1. UI overlaps: The game was originally only made to be downloaded, and just yesterday evening we came up with the idea of also putting it in the browser. That’s why it wasn’t tested properly and looks the way it does now.

  2. Shuriken hitting 2 enemies: I’m aware of this bug as well, but we considered it not game-breaking enough to fix at the time. (We might still adjust it later.)

  3.  Player taking damage: Yes, we would have liked to implement that, but sadly we had no time to do it.

  4. When the shuriken shoots: Many players had this problem, but I think with a bit of time you get a feel for it. Still, we’re keeping the option open to add some kind of indicator in the future.

  5. Jam Jar: The Jam Jar is programmed pretty simply. It just picks a random x and y coordinate on the screen and flies there. During testing it was actually the strongest single weapon most of the time. (Maybe the evolutions changed that a bit.)

  6. The wheel of fortune: The wheel is also programmed very simply – it just chooses a random rotation, spins there, and then the result is read from that rotation. We want to adjust it so you only get the chance for x2 or x0, but we couldn’t finish that in time. My tip: if you actually want to win, don’t spin it. But maybe it’s fun to use it for a “funny run,” since you can max out a weapon instantly if you hit an x2 early.