Thanks for playing!
Yeah a tutorial would definitely have helped, but as you said we only had 10 days and I was kinda zonked so much that I had no energy left to make music.
Thanks!
The protective shield on the atoms is actually the electrons orbiting the nucleus (yes I know the Bohr model is outdated but I wasn't going to implement quantum mechanics and electron clouds!)
As for the "shield" timer, it was originally called "time", but since it depletes faster on higher levels it didn't make sense. In hindsight I probably should have called it "energy" to make it clearer that it wasn't depleting from taking damage.
Thanks for playing!
Yeah the levels make higher health/atomic number atoms spawn and drain your shield faster, requiring you to do regular shield upgrades. Higher level atoms drop more electrons though so it mostly balances out, especially if you upgrade rod efficiency to get more eV per electron.
It seems I missed those final shield upgrades when I was doing a balance pass on the game.
Awesome game!
I managed to get to the end, and I'd love to see more. Really fluid player movement, and playing 8-ball to kill turrets around corners was very satisfying. The visual style is very eerie and fits the gameplay.
Would really benefit from audio and gamepad support though!
A solid entry.
Also please play my game! <3
Cool game!
Could have really benefited from some invulnerability frames though. At one point I had two of the big guys alternating shots at me and I was basically stunlocked and could neither move nor shoot, so it was pretty much a game over.
I'd recommend refunding some energy when you kill an enemy too. It rewards accurate shots.
I'm unsure as to how to "win", because I was running around clearing out rooms for 5 minutes but the fountain thingy always said not enough energy routed.
A solid entry!
Also please play my game! <3
Thanks for playing!
I had to severely nerf the tech tree costs and complexity to allow raters to mostly unlock it within 10 minutes, otherwise they'd see an enormous tech tree with huge costs and get bored.
If I were to remake this as a commercial product I'd probably use Godot, but I love using TIC-80 for game jams since it helps me limit scope creep.
I love a good bullet hell.
A few things I think would make the gameplay feel better are to reduce the player speed slightly, normalise diagonal movement so that you're not traveling at 1.414x max speed, and increase the hitbox on the lightning bolts. With the current player speed I found myself constantly doing circles around the lightning bolts trying to collect them because it wouldn't quite line up. Would also love gamepad support!
I loved the scripted boss AI in later levels too, they felt a lot smarter than just "shoot at player".
Music is a bit repetitive and doesn't fit the gameplay IMO.
Good game!
Not sure how this fits the "shock" theme.
This could have benefited from playtesting. After realising I was incorrectly trying to unfill the tiles rather than fill them (my bad), I managed to fairly quickly finish level 14, which then forever loops on 14. I noticed the level select has a button for level 15 that goes to 14, and then it has 35 more unclickable buttons of which 34 of them say "Button" (I feel sad for the lonely button with no title!)
I think the font antialiasing also invalidates the 2-colour requirement.
I like a snake game as much as the next person but unfortunately this breaks the 2-colour requirement of the jam due to all the fading effects. :(
The controls are a little unresponsive too, although that might just be Firefox.
The beep boop music is great and I'd love to see this fleshed out a bit more!
Nice game.
Took me a bit to get the hang of the controls because i kept trying to "rocket jump" by jumping first, then wondering why i wasn't getting any momentum. Physics feels very floaty too so most of the time I found myself in midair without much to do other than wait until I landed. I get Jump King vibes from this (and I was never good at Jump King!)
Satisfying sounds when shooting the enemies!
Very cool concept that unfortunately I was not galaxy brain enough to complete. I solved 3 of the levels but then I just got lost and wasn't sure if I'd softlocked myself in the first level, and I didn't want to reset the progress on that level.
I love the glitchy effect when jumping between levels, but it would benefit from an undo like in Baba Is You (even if it's only to undo one action).
I love the art style and all of the carefully placed decorations to serve as part of the puzzle. Would have benefited a lot from sound effects though, it doesn't even need music.
Nice effort for a first jam submission!
As others have mentioned, the camera is a little offputting, and the instant death felt unfair. For future updates I would suggest adding a three-hit death with 1 second of invulnerability frames so you get a chance to say "whoops!" and step back. It would also benefit from a flashing "door this way" arrow since I didn't even realise there was a door in the first room. The small arrow on the ground wasn't enough of an indicator for me!
Some more sounds would be great, and I didn't see any of the screen transition limitation.
Cute art though!
Fairly simple platformer that could have benefited from some leniency mechanics. The pixel perfect spikes made some areas a little unfun. Also you should really have credited Celeste for some of the art, since it's clear you've based the character sprite on Madeline, and taken the spikes and Forsaken City tileset directly from the game.
I didn't see a lot of screen transition shenanigans asper the jam limitations, and there were plenty of opportunities between room loads for you to do so.
That said, the wall jumping was fun, and the tree climbing puzzle was clever.
Nice game. Would have been good to have a CPU player, and I don't really see the significance of the cold timer if you can just mash the spacebar to stop it.
As others have mentioned, would be nice to have some simple sound effects, doesn't even need music.
I also didn't see the screen transition requirement, but if I'm honest I stopped after 3 levels because all the levels were the same and it felt like a grind to find the door.
Cool game. Honestly two minutes felt like too long though, I didn't notice the timer and thought that I was aiming for a specific number of wins. It could have benefited from a "30 seconds left" alert sound too.
Fits the theme and the limitation fairly well, but others have said, the volume was very loud.
Hey Krishna!
Just letting you know that I've used this pack for my Comfy Jam entry "Stones Don't Move Themselves". I had to downsample them to 16-colour to work within TIC-80's limits.
https://samah.itch.io/stones-dont-move-themselves
Thanks for the awesome work!
Thanks! Yeah I was hoping for something more along the lines of the HoloCure survivor-like where you actually need to go around the map for upgrades. Balancing chest drop rates was tricky, they have a low chance to spawn, and a low chance again of actually having an item in them. They all respawn after beating the boss though, unless you haven't opened it yet. The map is randomly generated based on 8 template rooms, one of which being the altar which will spawn exactly once near one of the four edges of the map.