I want to know how you scored and how you feel about it.
Some Tiny Dragon
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Of course a tutorial, main menu, music and a beginning cutscene were all cut because I was running out of time. I spent too much time on those cards!
Definitely adding those when I complete the game.
Didn't have time for actual patterns, so the patterns are randomly generated. The small ones you can avoid and murder waves are just bad luck. I can definitely improve the bullet pattern system, but I want to make set patterns for the completed version.
I guess I can explain the use/send function since there's no tutorial. Using a card will activate it's main effect. Sending a card will send it to the top bar so it can be used for cost. Using a card as cost will activate it's Mana Leak, adding to the battle in some way.
I do admit that I spent most of the time working on the battle system and card art (Ruen's Kindness taking the longest at 5 hours total ) rather than polish.
A tutorial was excluded, but I plan on adding one later on.
I want to see what you made, but the game is missing all of it's data. Unity outputs multiple files. So select the folder the files are in and right click, go to "Send to" and select the "Compressed (zipped) folder" option and you'll have a .zip of your game to upload.
I still want to see what you made, so let me know when you do that. Though I will ask if people can update their game if it's literally unplayable due to missing files (I've seen several now)
I don't care about ratings, I know I lost because of how much I rushed in the end and not being able to fix the UI scaling. I just know I did something different and made something I'd like to complete after the jam.
Please let me know your thoughts on the main gameplay as I've not gotten any criticism yet.
BTW click the fullscreen button on the game so you can see properly.
Ok so here's my few points from the little bit I played. It's a good concept and the art is also good. However my speed made me run into bullets instead of dodging them. The squid fires too fast and densely, at that point I just try to run from the enemies instead of fighting them. The start in general is quite challenging.
Also I recommend you pack your game in a .zip file.
Not my cleanest work, had to cut corners at the end, but most of my time was spent making randomized bullet patterns and working on the card game side.
I'd love to hear your thoughts on it and how to improve (other than the obvious problems lol)
Doesn't look like much in the screenshot, but I believe I implemented an interesting system. I wonder how I'll do compared to my friends since this is my first jam and they've been doing them way before me.
Unity only had 3 crashes and a stroke, but I managed to find ways around it even if it's unoptimized.
Time to update the visuals and somehow make music (Might have to use stock music if I really don't have time)
I've entered with my friends, so I'm curious to see which of us will do better. I am learning the functions I plan to add to the game, reviving incomplete scripts from scrapped games and somehow implement them into the bullet hell.
This will also be my first complete game made public. At least I'll have something to put on my resume, also something to go back to if I plan on a full release.
So my friends in a small game dev group I'm in thought we should all do this jam. I decided to join as a solo developer and to see how well I'll do compared to them.
They brought up the fact that the theme is optional (I was always under the impression that it was a must) So is the theme for bonus points? If not: I might not use the theme in the end.