Quality game, and a really fun concept for a multiplayer game. Kept me hooked for a solid bit. Shooting what gives you points creates an interesting dynamic where you need to trade some goobs to defend yourself. My only complaint would be that it's really easy to stay alive, since healing is in abundance and shooting is slow. Perhaps it was simply because the lobby wasn't full enough, but maybe putting a cooldown after healing crystals are used could add another layer of complexity.
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Thanks a lot, really glad you enjoyed the core loop! =) that trade off between scoring and defending was exactly what we were aiming for.
From an audio perspective, your point about survivability is super interesting. If staying alive feels too easy, that also means we have room to push more tension through sound, like making low health states, incoming threats, or healing moments feel more critical and less ‘safe’.
The idea of adding cooldowns is great too, since it would naturally create more contrast, and that’s something we can strongly support with audio feedback to make those windows feel more impactful and strategic.