Once again pygame represents. Interesting idea, now i can play in real time my bad assets as a character
AntonisDevStuff
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The process to make a raycaster is very unique and instersting. The browser fps are in half so keep that in my mind and the game is not optimized at all (currently running with 330 rays), even has some bad code just to make it in done and a bit of a fisheye effect. It requires basic knowledge in geometry so keep that in mind. These are some tutorials-videos I followed and you might find useful (1,2,3). In my opinion it's very worth it and looking to make a better one in the future.
Feedback is always nice, the best one I can give you is to do a lot of play test and think for possible features that would make the game more fun and work around them, experiment is very immportant. Also I understand the frame time is small ( I had the same issue with my game in that jam because I spend a lot of time trying to do the ray casting and understand how it works ) in that case aiming for something small is ideal. In the end of day game jams are for fun and learning by doing.
if I found time, I would probably check the windows version too.
The game looks like an old flash game, so you get extra nostalgia points. You need to add better balancing and extra features to keep the player interested. I usually find successful to add presure for the player, a bit of randomness and increasing game stats.I find the color movement and music very fitting, gotta pull out my notes.
For 5 weeks of game dev you're doing great, keep it up.
Here we go again
First of all the presentation of the game is amazing and the game being in 3d gives it extra points.Also I can see a lot of names in the team so I hope you all had a fun time developing together.
Let's get into the main part. The game had small bugs but I overlooked them due to the small timeframe,the worst one was the waves stop generating in lvl15 which was a bit sad( I wanted to limit test my base /: ) .
The buildings were good in ammount (but 1-2 more for the late game would be nice) and the idea that you need different part to build one was nice.
So the issues arrive in the playability department.Wave games looks easy and simple to make but the reality is they can get repeatedly very very fast. I realised that when I was making my wave game in the last jam I was participating. A quick way to delay this problem is by slowly increasing the diffuclity and making the player more active with interactions. Or the best is to make the game complex to you win the player intrest, take as example Bloons Tower Defense.
Overall a nice entry, the only tip I can give for the future is more playtest.
I made it, after many hours of practicing dodging, patterns and attacking.
You surpassed all my expectations for a game jam. Never imagined I will spend more than an hour in a small jam game.After killing every phase I screamed "THERE IS MOREEEE???". I really had a nice time playing and felt so rewarding after finishing it. Never played a soul game in my life but after your game, I probably will .
I don't have something to suggest as I'm not very familiar with soul games but I would like to see more. Maybe you can add levels with some basic story line and more enemies/player attacks.
Also the grid system was the perfect fit.
Generally an easy 10/10 submission
Thanks for the feedback, I didn't had something in mind till the last moment and the tils being smalls didn't helped at all. I would probably update and add wasd instead.
The fog is just a layer on top of the maze, so you can still use explosives.I don't intend to change it,making a strat around it sounds cool to me.
Well after designing the first maze, I realized how easy is to visualize lines in your mind to solve the mazes. There is where 2d mazes faill, not having an extra axes to hide the dead ends and the whole identity of the map. So the only way to make the maze more harder is to increash the size which is questionable if it's enjoyable for the player. I solve the issue by adding fog, much harder for the brain to map the whole maze and there is a trial and error aspect that makes it intersting.
Hope you had a fun time.
Thanks for playing, damm not even me have reached room 100 yet. About right click i will make it aoe as you said and nerf left click. You're right about spell 1 being a worst version of spell 2 but is also half of the cost. A spell about autofire for x seconds and a cps limit for left click is a very good idea. I'm happy that you had fun playing my game.
Thanks for playing, pygame is a python library that helps you write python code to draw images into the screen, handle events etc. The visual area is not my best part but i'm happy that everything fits together. The idea was to crete a game with high player input that's why the room is small so you have to always moving making it more demanding. Also you're the first one that wrote about the trick with the fireball, I i thought i was the only one who knew about it .
finished it.The concept is nice, assets are nice, i really really liked the sound effect of the dash (if it's your voice that's extra kudos). Every feature i could suggest is in the game. I can only say to change how cooling system works because it's really boring waiting for 3-4 seconds doing nothing, what about colling faster for the first half and then cooling slower so you need to wait long only for the long jumps. ohh and maybe more ways to "sabotage" the player to lose like the way you did with the destroyable floor.
First of all, I want to thank you for playing and spending time on my game. It really motivates me for my future projects.
This was my first game that I took seriously and decided to work on after a long time, close to 2 years, due to many personal reasons. I had to code for multiple hours each day, so I had fun.
You're right about the assets. I'm really bad at making pixel art, and it's something I need to work on in the future. So instead, I tried to implement the assets to fit the concept of the game and focus more on the gameplay functionality.
Making my game without an engine in 3 days was a marathon. I hit close to 1k lines of code implementing basic things. It could have been done in less code, but I decided to build it with less stress of debugging and to see how well I could organize big projects.
About spells and the scale system:
The scaling was done in the last hours of the game (a "you learn from your mistakes" moment) and was rushed. My idea was to have an easy static start and later scaling with the player's heat (health). After playing my game, I came to the same realization that it needs to be a maximum of 10 rooms for the "intro".
The spells were almost not in the game due to time , but I managed to include them.
Spell 1: The maximum enemy count is 20. After playing 2-3 times, I lost due to being stuck within the enemy hitbox, so the idea was to make a noclip clutch button to save you from death. Technically, it is a bad spell because you still take melee damage from enemies, but it can be really useful after 20 rounds. That's its main purpose.
Spell 2: This is a better version of Spell 1 because you teleport to the opposite side of the map, which will be clear. However, if you spam it, you still get hit by moving attacks, so you can die.
Both spells were made for clutch moments and to remove the limitation of the map size. I didn't make the map infinite because I wanted a fast-paced game—not hard, not easy, but one where if you make a mistake, you lose. Also, Spell 2 can't be spammed due to cost scaling with the room.
Now about the fireball: The fireball concept is a second attack that is much stronger (strength^2) than the basic one, but it's slow, more heat expensive (you lose 10% of your heat), and you can't be moving while using it. It can be really good if I add more enemies to the game, as you said, so you need the extra damage or make it AoE or moving through enemies.
I will probably make a new version with a more finished game when the jam ends. Once again, thanks for playing <3