Incredible concept and a great execution, especially for only 72 hours. My one thought is this: should the player be force to start at the beginning of the maze each time? I realize that by traveling to adjacent tiles I accumulate more points but it felt like I could negate some of my bad decisions if I wanted by placing easy tiles down, whereas if I was forced to start at the beginning each time, it might make me play through my decisions (good or bad). Either way, this is a fantastic entry and you should be very proud!
StretchCodes
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Love this idea for a top-down rogulike brawler. Really fresh and unique, and an addictive gameplay loop too. A couple thoughts. I wish there was a little more impact to the combat. Like a slight knockback or stagger to enemies or a just something to feel like my punches were really hitting. I also wish the new weapons and progression happened a little faster. But all-in-all, this is incredibly impressive for 72 hours! Nice work!
Nice, this was really unique and I love the fresh perspective on a classic prison break. I think this game could benefit from a short tutorial or just some general instructions to help get the basics squared up. I know a big part of the game is logical deduction and figuring things out for yourself, but things like knowing you can click on the guards to damage them, etc. could be helpful to know upfront. Otherwise, a really strong entry!
This is a game that takes a couple tries to wrap your head around, but once you get it, it's really enjoyable. Some of the mini games are a bit difficult to understand at first, but it definitely comes into its own once you take the time to learn them. A bit more of a tutorial or a more forgiving onboarding process might've helped, but for only 72 hours, this is awesome! Nice work!
Really cool idea, love the mix of platforming and the slingshot bomb throwing. It took a second to get used to, but became more intuitive once I figured out the slingshot mechanic. The art here is phenomenal too. I felt like some of the cannon shots were a bit too fast, but other than that, this is a really strong entry. Nice work!
Really cool, love this rogue-like style mix between an arena shooter and a bullet hell. The worldbuilding is great too. There's really not much to critique here other than to say I think this could be fleshed out into an even bigger game. I know the requirement for this game jam was to add a leaderboard, but I think this could be a story-driven roguelike too with more lore around the enemies and why you're trying to fight for your freedom. Nice work!
Love that you went for a rhythm game. Super cool! I think there's a ton of potential here, and the game is undeniably addictive. Two things I did want to mention. To me, it felt like the claps weren't always synced to the beat? But maybe it was a problem with my audio? I also think you should've only had one difficulty. Hard is definitely the most enjoyable way to the play IMO, and I think the differences in difficulty may make having a consistent, even-playing-field leaderboard a bit of a challenge. Incredible work though for only 72 hours! Well done!
Simple but very enjoyable. I like how the ammo slowly regenerates. It's an interesting way to handle reloading. I think if there were more enemy types, weapons, and level layouts this could be a really fun game. Like what if there were catwalks that allow you get above enemies or a weapon that's super powerful but has a finite amount of ammo, etc. Thanks for sharing the game.
Incredible artwork! The theme, music, and overall vibe of this game are spectacular. I've never seen such spectacular worldbuilding from a game jam game made in only 72 hours! I did struggle a bit with the controls (which I understand is the point), but I could never really tell if I was actually doing the right thing or just getting lucky. Nice work overall.
Nice! I could see this becoming really popular on mobile. A really clever twist on the classic infinite runner genre to make it pirate themed. The ship steering felt great, and the overall gameplay loop was simple yet effective. I had a little trouble with aiming, but hey, I'm sure it wasn't easy to aim cannons back in the Golden Era either! Great music choice and fantastic 3D models as well. Outstanding work for just 72 hours!
Very cool, thank you for explaining. I'm relatively new to the world of programming, and don't know how to use many data structures beyond arrays, lists, and hashmaps, but I've been trying to experiment more with Linked Lists, Graphs, and Trees recently. I'm familiar with A* and I implemented it into a small top down fighting game I was working on, but I (sort of) cheated and used a Unity package to make it easy on myself. I think I need to experiment more with BFS and DFS before diving into the more complicated algos. Really cool though. Nice work, once again.
Beat it! I love that you played around with Dante's Inferno lore. Very cool idea. The jump button took me a while to get used to. It seems like there might be a bit of a delay in the input? Also took me a while to figure out the boss fight. I spent a while on the boss head racking up a giant combo thinking I was doing damage when in actuality I needed to kill the adds. Really cool game though, and an incredible job for only 72 hours!!
OMG this game is awesome. The music had me in stitches. Sounds very Marc Rebillet. The overall gameplay is quite simple but it works well, and I like the general aesthetic. One thing I think this game deserves credit for is that many games I've played has the player being the one "escaping". It was really smart to make the player the one chasing instead. Nice work.
Nice! Love that you went for a horror-based game. Really fun and unique. The flashlight mechanic is great, and I love the overall aesthetic. I know the game jam required you to implement a leaderboard but I actually think this would be great as a story-based game with lore around the mansion and ghosts. Really nice work!
It might have to do with the Update method in Unity (which is framerate dependent). You may need to multiply your speed variable by Time.deltaTime (which is a pre-existing type in Unity) in order to make it framerate independent and run consistently across platforms and machines. Or if you're using Rigidbody for the movement, you can put your movement method in the the Unity FixedUpdate method which will also have the same result. Or maybe I'm just preaching to the choir here and you've already tried all that.
Beat it! The mechanic where you have to wait for the enemies to reveal the portal is super interesting. I've never seen anything like that. The game felt like it switched genres around level 5, I think I preferred the earlier levels where it's more of a platformer than the later levels which felt more like a general puzzle. I'm not sure the leaderboard is working correctly (or maybe it's a problem on my end).
Nice work! I love the simplicity. The auto-shoot feature reminds me of Vampire Survivors in a good way. If you were to continue working on this game, I think you could implement different randomized upgrades you get from each blob monster you shoot. Upgrades that affect fire rate, the type of laser, speed, etc. My only critique is that sometimes the monsters spawn on top of you and you automatically lose health without getting a chance to shoot them. Nice work overall.
I got 2nd! Love that you went for a leaderboard-based stealth game. Was hoping to see something like this! The controls took me a second to full grasp, but once I did, it was a fun experience. Would love to see different levels with different stealth-oriented puzzles to try and solve, if you were to pursue this game further.