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(+2)

Hey this is cute and functional, a little buggy (left over enemies from a wave but the dialog starts as if its over, sounds clipping, lag on instancing though from my experience thats just a godot web thing).  I like the different guns, I'm a machine gun kind of guy myself.  The pixel art and writing for carl i mean the junk shop guy was quite charming. 

Is there a way to see how much damage has been done to the junk shop?  The failure message came out of nowhere I thought I was doing fine!  With a little more info feedback to the player and some juice this thing would really shine, the premise is solid! Love the junkyard setting. Nice work! 

(+1)

Yeah the wave logic is based on enemy death but sometimes its been registering a single kill as multiple but usually very rarely which can cause the problem you ran into. I'm not sure how bug fixing works for the jam but I would definitely be down to go back in and give it some TLC! I'm glad you caught the reference for the junk boss though!!! xD The game gave me a sort of ATHF vibe so I thought it would be a cute thing to add x) I wanted to get a health bar that hovers over the junk shop as well, if we are able to go back and work further on our games either after the jam or even now I would love to do so!! This being my first jam and second game ever I'm still very new to it all. Thank you so much for the feedback and assistance though, I greatly appreciate you checking it out!!!

(+2)

Thanks for taking the time to review us! I'm on the fence between the shotgun and the machine gun myself. Psi did a great job on the pixel art, they were practically an art factory  in the last 4 days prior to submission. Do you have any juicing recommendations? This is psi's first jam ever and the first one I was able to allot any time to refinement so making things juicy and shiny is new to both of us.

(3 edits) (+2)

particle effects, sound effects (I suggest using a teeny bit of pitch randomization so they sound less samey) camera movements (zoom in/out depending on how many enemies are on screen etc).  knockback, making enemies flash or squash/stretch on hit, camera shake, etc. anything that enhances the gamefeel-- the more reactive to a players actions, using sounds or visuals, the more locked-in the player gets and the more satisfying it is to play.  Tween everything you can-- instead of setting a hp bar to the new value, use a tween to animate it.  when you get hit, shake the hp bar, shake the whole screen etc.  it's all about enhancing what you've got happening on-screen and from the player inputs.  these are just some ideas but you can find your own ways you like to juice up your games.

you guys did a great job! awesome work for a first jam for Psi. I find every jam builds skills and the next jam you can push further and further.