I had a bit of a hard time climbing and I would clip through walls at times, not sure what happened! But it had a cool toon shader look to it and would love to see you polish it a bit more!
Zidsmith
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Thanks for the feedback, I definitely tweaked the timing on the final screen to be a little comedic :D
There is a lot to improve in the bullets for sure, I have not figured out yet how to do compensation for the velocity so the movement adds velocity to the bullets that are spawned (You could also take advantage of this to increase the firing rate of your ship by moving upwards strategically). I may need to re-write the bullet spawner entirely to be more flexible and more optimized. For the jam I threw it together within a week and had to move on to the other aspects of the game. I noticed in Rotschwert the enemies will start shooting after they sit still, and that was something I explored but the way I coded the spawner didn’t enable it to work in its current form.
The hitbox is definitely huge in the large mode, and could have been telegraphed a little better perhaps with a different colour on the central flower which is the true hitbox. And when in small mode, it is just the sphere.
I think the inertia you are feeling might stem from the framerate or lag issues, as I did not code in any inertia to the movement (unless you are extremely highly attuned from your schmup playing experience!). Did you try out the graphics settings in the options and see if the lowest setting might help out? Graphical fidelity and improving performance in all types of hardware is still an ongoing learning for me in using Unreal Engine 5. For sure this type of game is not something I want people to need a beast of a PC to run. The file size is also something I have to work on, I think I can get it down to half the size by re-packaging it without the additional unused assets.
I’m glad for the feedback. I find it hard to get to know people who are open to giving very detailed feedback and to teach others, such as yourself. Would love to connect with you on Discord to talk more!
I really liked the presentation and aesthetic of the game, the acceleration with the afterimages felt nice, so did the two ranged attacks. It was fun to hold the buttons down and move around with it on. The music was well done and the timing of the levels with the music felt good.
It was balanced well for a jam since I can finish with infinite continues. I think we had the same idea to keep the players engaged and not quit the game before the ending. :D
I played it a few times since I could learn and get better with subsequent playthroughs, and the quick movement kept me engaged.
Cool bullet patterns inspired me to make CellShocked in the first place, so I had a really great time watching the patterns in Rotschwert. I would love to learn more about how to make these kinds of patterns appear but I think I need to re-code my bullet spawner to enable that.
It would be great if you finished this game after the jam!
Thank you so much! I really appreciated reading that! Our concept artist nailed it with the color scheme, so glad you liked it. I tried to keep it simple and just showcase the bullet patterns, which is something I enjoy staring at. No need to fuss about running to collect power-ups and just focus on getting better at dodging and playing with the lean mechanics :D
I liked this game, it was simple to pick up and I was able to complete it. The music during the meteor showers was really cool and I enjoyed listening to it! I found the speed to be a little too fast once I fully upgraded so I couldn’t gain precision if I managed to be super close to the meteor but not quite there. Perhaps a slight interpolation of the speed from 0 to the max would help with precision a little bit.
I liked the visuals and overall presentation, and the concept was cool. Dark and light modes looked really nice.
However I gave it my best shot, but I couldn’t get past the first level O_o”
It might be a good idea to take some inspo from Mario level design and very gradually introduce each of the platforming concepts one at a time to allow dummies like to me have a chance!
That was a fun an addicting game. I enjoyed the pace of upgrades, that allowed me to keep myself interested in the gameplay loop and I was curious to see how the cards would play out. The mystery of what they were made me afraid of certain cards, but I managed to get through all of the cards without dying. I liked the radar you added because otherwise I would not have been able to survive for long. I found a way to kite the enemies by consistently going around in a large circle, which allowed me to also pick up the balls in a delayed fashion.
Awesome game! It looked really visually impressive and polished. It was fun to drive around. I liked the pan out in the beginning from the top of the mountain showing you clearly where you needed to go. I noticed the first time I loaded the game up the audio did not start, but it started the second time I loaded it.
Oh man those wizard guys are so funny. Their personalities and dialogue reminds me of the writing and narrative style in Magicka. You’ve got some good writing talent! I liked the level design and you had set up some satisfying platforming flows, things felt very fluid once I got the hang of things and figured out the level.
This was helped by the speed of the respawn which was reminiscent of Super Meat Boy and I love that, because I just want to GET ON WITH IT after I die!
Hello my fellow UE user! I saw your progress on this game in the Discord channel over the weeks. Good to be able to play it. I must say once I got the hang of it this was the best drift mechanic I’ve ever experienced. I’m not particularly good at Mario Kart but I absolutely hate the drifting on MK, and this made me feel like a drift king.
Very very cool game. I loved the aesthetic and the controls felt tight. Really good use of the ortho camera, it keeps things looking really crisp. It’s a nice touch that the bulldozer looks like a pixel art character from the side.
I managed to break the camera a bit after rotating a bunch of times, you may consider adding a clamp to the rotation value before it gets fed into the camera (also for the life of me I could not figure out the solution to this level!):
Good job making the game! I would suggest a couple things, such as allowing movement while a jump is happening even without needing pre-acceleration, and introducing coyote-time to the jumps so that there is a little more forgiveness in the platforming experience. Cool ideas though, and wish you the best~
Nice game, it was cool to switch modes to get the ghosts to help me. I did feel a little betrayed by that ghost in the beginning because he said the ghosts would all help me but the fire breathing one doesn’t! LOL
I would suggest tuning up the controls a little bit to make the platforming experience a little more forgiving, especially the ladders, but all in all a very nice platformer!
This is such a cute game. I like the graphics and the slime character. I tried going as far as I can and got an understanding of the modes on my own. I think there was not enough contrast between the tree and the background so I found it a little hard to keep an eye on the incoming trees. Other than that the game has a solid foundation. Hopefully you can add a little bit of sound effects it would really make the game pop more.
This is a really well polished game. I feel like I would find this on the front page of ArmorGames or Kongregate or Newgrounds or Miniclip or…you get the idea. I really like the aesthetic vibe and the audio fits in really well. The only thing I could say this game would benefit from is a much slower ramp up into introducing all the stats and all the tower/gun types and the resource types. The information hit me all at once right after the tutorial and I felt a bit of overload! Really nice work though, I loved it!
Yes I do think the rank might be a little unforgiving. I took my own average score throughout testing and gave myself a "C", but now you know if you get better than a C you're better than me ;)
Yeah some of them prolly have a bit too high in HP near the end, and the enemies near the bottom are annoying too. If I build this game out further I want to consider having more live movement in enemies that sink to the bottom and come back up, but the stationary ones will stay near the top.