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Congrats on finishing a game in such a short amount of time! It looks fairly balanced in terms of how much polish there is in UI, visuals, audio, gameplay and so on, which is quite impressive for a solo game. 

In terms of gameplay, the various mechanics of the game make it so that the optimal strategy is to herd the triangles around the stage, all while mostly looking at the minimap (a harsh lesson after a massive triangle ganked me out of nowhere)... which is possibly not where the game is most fun at; there is not too much difficulty ramp up once you use this strategy (while faster and bigger, the enemies still pose little threat).

Another thing... I didn't like how the bullets felt; possibly a mixture of the shooting sound effect, their spread, and the lack of oomph impact on the enemies. Mostly the shooting sound effect though, which the player hears constantly throughout the game.

Still, it's quite solid as a game, which is quite hard to get in such a short amount of time. Good job!

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Thank you so much for all of the feedback! I had planned to (and still might) add more interesting enemies, powerups, weapons and such. I see what you mean about the bullets not feeling powerful, I have had a couple people say that they wanted more bullet speed, and I will for sure take that into account when updating this game. I'm not sure what to do about the shooting sound, do you mean like you want less of it? Or more variation in/different sounds? I could very easily tone down the shooting spread, I included it to add some realism, but I think toning it down could benefit the game. Getting back to the 'main strategy' of the game as you described, to combat that I think I could add some ranged enemies, forcing the player to take cover and be smarter about where they run to, but I would like your input on that. Thank you for playing :) this was my first game jam, so I'm proud of what I ended up with :) 

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As for the bullet sound... it might be the volume, or me just not liking the sample. The thing with these sound effects is that when they're great is precisely when you don't notice them, and they still feel nice. The spread is alright, to be honest I think it does fit the game, but it's part of the elements that make the bullets not feel "strong" or "powerful", which is ok if that's not the feeling you're going for. With more powerful bullets one might "choose to make a last stand", instead of "running away and shooting behind you".

In terms of games like these, and some related genres, each enemy type can serve a specific purpose; an enemy that always follows the player is one that forces the player to move away from them, especially if they are hard to get rid of like in your game (since big ones create small ones when they're defeated). A very simple enemy type to add to compliment this is the stationary enemy that literally does nothing, or an enemy that just walks randomly (in circles, in a line, etc). In any other situation they would be completely useless, but in a game where the player is constantly moving away from a horde of enemies, enemies that don't move towards them tend to get more in the way of players, and they have to focus on dodging them while running away. There's other enemy types that you can use for various reasons, such as area denial, making the player stay still, making the player dodge side to side, etc. Eg: what purposes could an enemy that shoots bullets at the player serve?

One of the other things allowing the "main strategy" is the arena itself having borders. Walking in large circles very close to the border is very safe since enemies will only spawn within the arena and will naturally join the horde you're herding. You could either remove the borders, make it so that the player doesn't want to get anywhere near them, or incentivise the player to go near the center.

In any case... This was a very solid game for a game jam, it's really impressive that this is your first time making a game in such a short amount of time. Jams require really good time management, learning to prioritize things, and so on, and you've proven you're good at all of these.

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Thank you so much for all of that! I think an idea for the game might be to start with a bigger map, then have a storm or ring, like in a battle royale. Adding on to your idea of a stationary enemy, I think it would be cool if the walls scattered throughout the map would occasionally turn in to enemies that pretty much act like walls. My thought behind the somewhat 'weak' bullets, was that because I figured that I wouldn't be able to finish multiple enemies in the time given, so I didn't want the player shooting from a huge distance and not getting up somewhat close to the enemies, having the risk of the player being damaged. Thank you for playing, and for all of the incredible feedback, I wish you luck in the Jam, I'm about to play your game, so I'll try my best to return the favor :)