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ColinHart

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A member registered 15 days ago · View creator page →

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help me


I had a lot of fun playing Neon Rain! one small thing that took some getting used to was the ui to place blocks down from different categories. This is probably due to my inability to read tutorials. but once I understood how to navigate it was fairly intuitive. 
The power generators were also not super intuitive. I didn't realize where i was getting the power from at first because they were spawned in automatically. 

As other people mentioned, it seems more affective to just place blocks instead of placing guns. I think one way to combat this is to make the player only place blocks next to existing ones, and give the towers health that gets taken away when hit so they aren't destroyed immediately.

Lastly, I think there could be a little more variation in the level design. they don't really stand out apart from each and just seem more like the same. I think if there were some more enemy types introduced, for example a regenerating one that recovers hp if you dont kill it fast enough.

that being said, the constant pressure of defending my income generators, as well as the core lead to a very fun challenge of balancing  many things at once.

I love the retro sounds and the neon artsyle. You did a wonderful job with this game!

Thanks so much for playing! I wanted to include a small tutorial, but it was out of the scope of this game jam. Im glad you enjoyed it the music and pixel art. this was my first time doing pixel art but i am happy with the result.

Thank you so much for playing my game! The feedback you provided will be invaluable data in adding further to the game.
As you mentioned the menu screen was very rushed. I had the idea of adding some animation to it but never got around to it. Though I don't think it is a big problem seeing as the player only spends about 10 seconds at most on it lol.
Pixel density was an issue that i noticed but with the small amount of time I had i felt that it would take too long to fix, though I'm glad that you appreciated the pixel art overall, it was my first time doing anything with pixel art so while there are some lessons to be learned, I think it turned out pretty well.

The music was something I struggled with for a while.  I took some inspiration from Balatro in how it seamlessly transitions between different states of the game, but the effect is not quite as smooth and it is not helped by the admittedly short music loop as you mentioned.

Sound design is also something out of my comfort zone (and was also a little last minute). It was really difficult for me to find sounds that i thought suited the game as well as balancing the audio on it. I like your suggestion with having more UI based sound effects. audio responses to inputs are always satisfying.

UI  was a big focus for me and I'm happy with out it turned out.  It is very simple for the most part, and conveys most of what you need to know. There are some parts that I left out. for example, the disasters scale in intensity as the days get higher. Its also funny that the only reason I added that was because I was using a debug.log to preview the storm logic. which I ended up liking enough to add it in to the actual game. This was also the same way i made the blocks, they originally spawned in automatically (which was a disaster in its self to try build something sensible around). What you mentioned of being able to drag blocks during the night was not intentional. Although now that I look back on it, i think it could be cool to have some sort of interaction during the night. some sort of consumable or shield would add some depth instead of just watching and praying that your humans survive.
The idea to have a defined ending was once again inspired by Balatro. It also made balancing much easier to have a defined end point.

I had an idea of some of the problems with actually being able to plan your defenses before publishing, but with the limited time there was no way I could fix it in time,  if I'm going to work on this game in the future, A big focus will be on making new materials that allow for some counter play to disasters. Tornadoes actually are not able to pick up steel, but they are still able to be shoved around by the stuff inside the tornado. and Having hail kill the humans outright seems a little harsh but I like your headspace,  either way some more ways to counter the disasters would do wonders in terms giving the player a little more control over the outcome.

The time aspect of the game was not really something I saw as problematic, maybe thats because i spent so long making them and balancing that I knew what was coming as soon as i saw the icons as well as the shop text, but I still think having some sort of time crunch adds to the experience since you need to act fast, but maybe there should be an additional upgrade for day time duration.
Overall while there are few issues I'm really happy with the end result, especially for being my first Game Jam. And once again thank you so much for the very detailed feedback!

Thanks so much for playing. I'm glad to hear that the chaos that i envisioned was able to be recognized by you! apart from that, I did want to add a little more into the planning aspect, but ran out of time in the end. I am also glad that you enjoyed most of the sound effects. :)

Thank you so much for playing my game and the feedback! I wanted to add some more materials to counter certain weather elements, but it was very difficult due to the time constraints.  Overall I am still very pleased with the end result even if winning does feel a bit RNG.