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A jam submission

Chaos VectorView game page

Fast-paced tactical action-platform boss rush
Submitted by Steventus (@SteventusGames), fosterstonemusic — 14 hours, 55 minutes before the deadline
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Chaos Vector's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#43.7783.778
Audio#63.7783.778
Gameplay/Design#63.6673.667
Overall#93.4173.417
Graphics#212.4442.444

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
General gameplay. How the controls feel, gameplay mechanics as a whole, and how fun it feels to move around and attack the boss.

What did you update?
Player Input controls, a new Combo Mechanic, UI components that should feel more intuitive to move the character around.

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Comments

Submitted

Fun, but very hard. I tried a bunch of times but I wasn't able to make it past the first level.

I found myself wishing I could walk around the platforms, like they were planets - oftentimes I would jump to the small edge of a platform, and then there was nowhere else to jump to (since the platform I just left had disappeared), and I couldn't move anywhere so I just had to tank a few hits until the previous platform reappeared.

Also, the boss's health is white on a light grey background. Maybe make that a different color.

Developer

Hey thanks for your comments! I take note of your comments on being stuck, that's something I typically work on with level design but tanking multiple hits would feel terrible. I have a few ideas in mind such as instantly respawning the player somewhere near perhaps. Thanks for your feedback!

Submitted(+1)

Mm hm, potentially making it so I can only jump to the long edges of the platform (where you have room to move around) & disabling jumps to the short edges would work too

Submitted(+1)

Tried several times and only won a couple times. It's a neat idea that I had some fun with, but it could use some polish. While the controls are responsive, I think the camera panning around the way it does kinda screws with them since it means your endpoint is always shifting. The bosses probably could've used better difficulty progression, and it was slightly annoying that they'd always get out of range while you're being shot at. It also felt a little buggy with the square occasionally detaching from the platforms for no discernable reason. Could use some work, but I like what you've got so far.

Developer(+1)

Thanks! Great pointers you’ve made. I havent considered a lot of them especially on the moving camera since I added it for visual’s sake. 

Submitted(+1)

Really interesting concept. A little bit too difficult for me but I think that just may be me not being the right target audience for a highly difficult game. The core mechanics were fun when you get a hang of it, but having to constantly balance moving on the platform and trying to line up the shot while keeping an eye on the terrain changes/enemy movement was a bit clunky or overwhelming for me. That said, hitting the shot felt so much better because of all that. The audio fit the gameplay perfectly too.

Developer(+1)

Hey thanks for your comment! That's alright, the game is indeed quite action-heavy and fast-paced in that retrospect but I'm glad to hear that it's satisfying for you despite being outside your comfort zone.

Submitted (1 edit) (+1)

Interesting concept! I found the game very fun, when you are able to think a path and hit the enemy just in time is really satisfying!

In my opinion there is something to polish in the controls. They feel a bit inconsistent at times. There is a bug where the player character start to floating around that happens quite often. I encountered also some various visual bugs.

A little side note, the tutorial is good, but I didn't understood at first that platforms has a sort of cooldown after you leave them.  I didn't immediately understand it because in the part where you explain that using a platform as an obstacle that block your path, there's a bit of space on the sides. After some attempt I went through there XD

About the graphic I like the minimalist style, I don't know if you plan to change that in the future, but I think that some small adjustment in the UI could improve the visual impact a lot. Just some little change in shapes and colors. For example, the slider below is hard to grasp that is the enemy health bar and clash with the other game element.

Overall the game is very promising and fun to play. I loved sounds and boss abilities! And for me the difficulty is well balanced, it's a nice challenge but it never becomes frustrating ^^

Developer(+1)

Hey, thanks and really appreciate your thoughts!

I'm pleasantly surprised people are digging the minimalist/arcade style to it and how it appeals to an arcade sort of feel to it. Take note of your input on the enemy health, I guess it's time to actually make assets!

Controls are definitely bugged yeah - if it works, it works, otherwise, it's buggy as hell. And your thoughts on the tutorials are really interesting, I'll at least be sure to make it more intuitive (and close all gaps).

Submitted(+1)

Mechanics

The jumping feels rewarding but sometimes the jump path disappears. Clicking isn't always responsive and can cause you to die because you need to be able to move quickly. 

I love the arcade feel and look. The music and sound effects are superb. The boss was fun to fight and I didn't realize that you can kill the homing enemies until my 5th or 6th death.  I think a small tutorial on beating the different enemy types would help them feel less like the game is cheating and feel more prepared to handle the boss.

Developer(+1)

Thats an interesting note on being able to destroy the different enemy type. Thanks for sharing your feedback! Really appreciate it!

Submitted

You're welcome! I'm looking forward to playing more of it! 

Submitted(+1)

These are really cool game mechanics, but the difficulty is pretty high right off the bat. There's a lot you have to learn to think about; planning your movement, not hitting the walls, not being hit by projectiles, going after and hitting enemies. It's a bit too much to start off on. The tutorial works great in teaching mechanics, but I think it needs some steps in between the tutorial and the actual game.

How about slowly introducing new hazards? It could start off without the walls killing you; just a quick and simple first level that serves as the tutorial. Next, a more complex level with an enemy that moves around. Next, the enemy shoots projectiles. Next, a level where the walls can kill you. Etc. I'm not sure that fits your theme of a Boss Rush anymore, though.

The controls do feel good and make moving around fun, and the feedback from audio and such feels good as well. The camera movement feels natural too.

Submitted(+1)

This was a fun but a bit difficult game. The controls are fun and smooth other than some points where the clicks dont register. The gameplay is a bit difficult and I think would be better if enemy projectiles can get blocked by the terrain as well. The bosses could be a bit larger too and get smaller as the levels go on but overall it was a nice game.

Submitted(+1)

Just tried your game! Overall, a pretty nice and promising concept. I liked the premise that the game is kind of a boss rush and it is a bit challenging with simple controls.

Down below are some comments I had based on your feedback request!

How The Controls Feel

  • The controls felt okay for the most part! Very simple and straightforward.

Gameplay Mechanics As A Whole

  • I personally like the simple controls and the arcade vibe it has. I think if there was a way to track the time to kill the bosses it would add a good replayability factor to this!

How Fun It Felt Moving Around To Attack The Boss

  • Usually it felt pretty good moving around to attack the boss. The only times I felt kinda weird was when I hit the small ends of rectangles towards the bottom screen because trying to navigate out of it felt weird as well. Also when I get a certain glitch to happen (I report down below!)

Potential Bugs

  • Felt the retry button delayed a bit. When click a few times it does not change the scene right away. 
  •  Towards the end of the tutorial there is a white block in the way of the down arrow. Unsure if it was there on purpose.
  • Something I found is that if I died by touching the outer area I had a chance of spawning not a white block and that messed with me a bit
  • Sometimes at death there is the chance of the bosses names not being updated. Like if I die to Fighter, when I start the level again it still displays the Fighter vs Constructor.