Fun spin on the snake formula! It took me a bit to understand exactly how it was I was dealing damage (I know it's written out, but the intuitive understanding is difficult), but after I figured that out it was fun! The sound effects are nice, but if there was just a little more feedback on dealing damage- maybe a particle effect or a tiny bit of screenshake or something- that would really sell it!
Allison Dockins
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Very neat idea, and I enjoy the aesthetic! Of course there is some glitchiness with some of the systems, but there are some really fun ideas on display here. If it was tuned up a little bit and had some additional ways for the player to know not just that they did something wrong, but how they did something wrong, I think you'd have a pretty fun game on your hands! :)
Wonderful work on this! The premise is very creative and fun, and it's really engaging trying to plan around not just the zombies but your past-selves too! I also really appreciate how clean the art style is, it looks great while also being light on required assets, which is always some smart design. :)
Awesome game!! My friend can't stop playing it. xD
Very fun!! The risk/reward of staying within the zone to increase you're score is very engaging- I like how effectively you are able to encourage the player to move in a loop without forcing them too- very neat and satisfying! Also really cool you added a high score system- we thought about doing that for our game too, but ran out of time.
I don't know what engine you used, but I did notice that a lot of the sounds would cut each other off- I'm making a lot of assumptions here so this might not be helpful, but a lot of times that happens because in many engines Audio Sources are only able to play one sound at a time, so in order to play multiple sounds at once, you'll need multiple audio sources. Something to look at for future!
I loved this, amazing work! Incredibly creative idea, there's a ton of potential to this! It's very satisfying to solve each puzzle, and the difficulty curve is really nice, though It took me a lot longer than would have been preferable to figure out what the final word was before I could start solving how to make it.
Thank you so much for the feedback! I'm glad you seemed to enjoy it at least a little bit!
Yes, I do agree with the negatives you posted- a lot of the time I spent on the game was actually on refining the controls. If you find it unresponsive at times now, you should have seen it before! originally you only had 8 frames inbetween taps in order for it to count as multiple, but I found that was too difficult and after many tweaks it's now at 15 frames. I was also thinking about making the triple tap (where you can aim without moving) stop the ship completely in place when you activate it, but i didn't ever end up testing how that felt. Guess that might be in the Post-Jam update (along with sound effects, music, a main menu, and hopefully a healthbar and death state)!
I am sadly away from my desktop at the moment, so I can't work on the game right now. I may tide myself over by making another small game as additional unity practice in the mean time.
Thank you a ton!
And yes, I completely agree! on the sound effects. we actually tried to make some sound effects, but they ended up not quite sounding "right" and with only a few hours of the Jam left, we decided it would be best to focus on bug fixing some of the other stuff. I'm glad you liked regardless!
Thank you so much for the feedback!
I originally intended for there to be a failure/death state, but I realized that the tutorial took a disproportionately long time to get through compared to the difficulty of the enemies (especially the shooting ones), and so at the last minute I scrapped the death idea and had enemies annoy the player instead. Given more time, I definitely would've had more there!
The same thing goes for the boss fight as well, I did originally plan on there being a boss fight! It would've been a large, circular spaceship that took up most of the room, and slowly rotated while performing different attacks (spawning enemies, various bullet hell-y projectile patterns). I find the idea is most interesting when the limitations are being pushed, I.E. when you have to multi-task in a ship literally incapable of doing so.



