Hey, thanks for playing and giving us some good feedback :) There's lots of instances of bits of content that we didn't have time to add such as different enemy types, unique upgrades and more varied rooms. But a big aspect of the game that we had been planning to implement but ran out of time for was an actual way to win the game. This probably would have included a better procedural generation system that can put specific rooms in certain places which you need to visit and clear a number of to unlock a boss room. It probably would have taken us another 2 weeks to get all that made and working well, so we had to cut it and reduce the scope of the game to just an endless shooter.
imrealnow
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It's crazy how in every game jam I've participated in, there always seems to be a few games eerily similar to what I've done. Or maybe great minds think alike? haha
I'm glad you enjoyed our game :) I definitely did use Enter the Gungeon as a reference for some of the mechanics, it is the gold standard for top-down 2d shooters out of everything I've played. I hadn't realised how big of an issue the bullets not colliding when too close was until after I had made our final submission. But I have fixed it now (it's so nice that bug fix updates are allowed for the game jam), so it's good that everyone pointed out how much of an impact it was having. Thanks for playing and giving us some feedback :)
Great game! As a fellow developer of a ball robot swarm shooter game, I think you've done our super specific genre justice haha. I liked all the little bits you added to improve game feel, like subtle camera swaying based on movement, damage text and screen shake. When I got to the final boss (the most evil of all devices) it didn't attack me at all, I'm not sure if that is the intended behaviour or not.
Feedback:
- As a FPS game enjoyer, I would have liked to be able to adjust the mouse sensitivity and increase FOV.
- The music was amazing, but a little too loud relative to the other sound effects.
- There were a few times the enemies snuck up behind me, I think making them make noise when moving would definitely help players know that they're approaching.
My subjective suggestions:
- I think you can go way harder on giving feedback to the player when shooting enemies, such as making them flash, creating a small stagger animation that briefly interrupts their normal animations and making them start smoking when their health is low
- Adjusting enemy pathing so they don't just find the shortest path to the player and start moving towards it from anywhere on the level. It would also be nice if they had secondary modes of movement to add some more variety to dealing with them (maybe rolling)
You have made a solid game, and you definitely have a strong foundation to iterate on and keep developing. good job :)
Great game! As a fellow developer of a ball robot swarm shooter game, I think you've done our super specific genre justice haha. I liked all the little bits you added to improve game feel, like subtle camera swaying based on movement, damage text and screen shake. When I got to the final boss (the most evil of all devices) it didn't attack me at all, I'm not sure if that is the intended behaviour or not.
Feedback:
- As a FPS game enjoyer, I would have liked to be able to adjust the mouse sensitivity and increase FOV.
- The music was amazing, but a little too loud relative to the other sound effects.
- There were a few times the enemies snuck up behind me, I think making them make noise when moving would definitely help players know that they're approaching.
My subjective suggestions:
- I think you can go way harder on giving feedback to the player when shooting enemies, such as making them flash, creating a small stagger animation that briefly interrupts their normal animations and making them start smoking when their health is low
- Adjusting enemy pathing so they don't just find the shortest path to the player and start moving towards it from anywhere on the level. It would also be nice if they had secondary modes of movement to add some more variety to dealing with them (maybe rolling)
You have made a solid game, and you definitely have a strong foundation to iterate on and keep developing. good job :)
Thanks for playing and giving us some good feedback! It's kind of embarrassing, but I completely didn't test going back to the main menu after dying. If it wasn't for your comment, I still not might have noticed it. The issues with restarting, and the large gun being unlocked if you craft the huge weapon first have been fixed now. Thank you so much for taking the time to play and point out these problems :)
Thanks for playing! I definitely should have tried to get some people to playtest before the submission deadline. I had gotten too good at avoiding the enemies from hours of playing it myself, so didn't notice just how bad the collisions were up close. I've uploaded a bugfix update, and it seems to be completely fixed now as far as I can tell. Thank for taking the time to give us some feedback :)
I'm glad you liked that mechanic, I definitely thought it adds an interesting element of player choice and risk / reward. The downside to it that I didn't actually make a solution for was that if you run out of the nanoscale currency, you can't attack anymore. Thankfully it seems like it hasn't been an issue for the kind people that have played and given us feedback so far. Thank you for playing :)
The vibe and aesthetic of your game was immaculate and very well crafted. Everything has such a distinctive look and feel, on paper each individual element wouldn't seem like they would mesh together work but you have made it work. The dialogue system is very polished and looks great, but for the actual dialogue options It would have been nice to have more than yeah or nah. In a similar vein, It would have been nice if there were more landmarks or points of interest in the environment you could spot and maybe comment on. Still though, this was quite a polished little experience. Good work :)
First off, the art and music your team have made are outstanding! Very well done, it looks and sounds professionally made. The main puzzle mechanic of sending items to and from each side seems interesting, and you definitely could explore it more and come up with some very tricky puzzles.
I'm not sure if I missed it or just didn't get far enough to see it, but I didn't notice any gameplay applications of the different scales of each side. I thought that if you trade a block on the big side to the small side, that it might still be a big block on the other side. But as far as I could tell, the scale of everything stayed the same (relative to the side it was on). It actually didn't feel like the two sides were different scales for me. They both feel the same as each other, except Pixel's side is just zoomed out more.
The two characters also felt the same to control. Relative to the grid lines, they both seem to have about the same jump height. Although Redd definitely does feel slower for horizontal movement. Overall, I found the movement quite frustrating and unforgiving. For tight platforming, you need to use a lot of tricks to smooth over small player mistakes, and show feedback to the player to make it feel responsive. A few of these tricks you could implement are things like coyote time (allowing the player to jump for a few frames after walking off a platform), higher jumping if you hold the jump button (this one is easier if you reverse it, and make jumps shorter if you let go of the jump button early), and using a movement envelope for horizontal movement (having consistent times for reaching max speed from standing still and the time it takes to stop completely from max speed).
I'm not a normal player though, and I definitely think I care way too much about game feel. Still though, your team have made an excellent game and you should be proud of what you've accomplished in the 30 days we had. I'm looking forward to seeing how guys will grow :)
You have made a great game! The physical controls for each of the scale crafting steps worked flawless and felt easy and intuitive to use. The intro at the start felt a little bit out of place, the art and story were all good but the text to speech narration didn't sound very good and was pretty slow. Maybe you could increase the text scroll speed, and play a mumbling talking sound (kind of like how the sims talk, or dialogue beeping from retro games) after the text scroller goes past each syllable. Anyways, great job and well done :)
Thanks for playing! I'm glad you like how the gun feels to shoot, I spent a lot of time (many many hours) tweaking and adjusting it until it felt just right. The problem you've encountered is something that keeps coming up. It is much better than it used to be, but after seeing how much feedback I'm getting for it I'm regretting not spending the time to fix it completely. Thanks again for giving us some good feedback, I'm happy to hear you liked it :)
Hey, thanks for playing our game :) After seeing all the feedback people have generously given us, I regret not focusing more on gameplay applications of the scale theme. When we planning what we want to make for the game jam, I wanted to make a game that has as many simultaneous interpretations of the scale theme as possible. For this game, that would be:
- guns and bullets that can be physically scaled up or down
- difficulty scaling & power scaling
- economy scaling (Cookie Clicker with shooting instead of clicking)
- level scaling (procedural level generation so that the level can grow indefinitely)
- and thematic scaling (Although not stated in game directly, the currency in game is known as 'nanoscales'; self-assembling nanobots that can configure themselves to become anything such as evil robot balls, size changing weapons, or even ammunition to fire with those weapons)
I am super happy with how the game turned out, and I personally think it the best game overall I have made so far. But I do agree with you that it's not very innovative, top-down 2D shooters as a genre has already been well explored and we used a lot of mechanics from other games in the genre as inspiration. Thanks again for playing and giving us some good feedback :)
Thanks for playing! I'm happy to hear that you still found it fun despite the issue with bullet collisions. It's definitely an issue I noticed a lot while playtesting it. Although it's not as bad as what it once was now, I should have spent more time to fix it properly. Thanks again for playing and giving us some good feedback :)
I definitely have a love for polishing and game feel, although I do tend to forget to work on the main parts of the game because of it (I only implemented player death on the last day for example haha). Thanks for playing, and I'm glad you've notice and appreciate the work we put into making it feel good to play :)
Thank you so much for playing our game and giving us some nice feedback. I'm glad you also find it pretty addictive (I probably spent more time playing it than making it haha). It is a shame we weren't able to completely fix the bugs caused from restarting the game after you die, although we did manage to fix it enough to where it was still playable. Thanks again :)
The art style and overall polish were exceptional! I didn't feel like there was much strategy required to beat the game though. After my fish got big enough to jump to the humans, there wasn't much they could do to stop me, and i didn't need to pull them into water anymore either. The harpoon fishers were a cool concept, but it would have been cooler if there specific counterplay for them other than avoid them and try to outheal their damage. That being said, it is still an excellent game.