Mixed feelings. Game Felt really good all except for attacks. It's unclear if you hit or whiff your target! I feel like the hit box is none existent. The theme of the game is perfect and I had fun trying it out. Good job
I found out that I need to click directly on the enemy(or at least in front of it?) to be able to deal damage. The attack animation sort of contradicts it by displaying the effect as a piercing range. Would be helpful if there is more visual feedback and they are accurate of they represents. The graphics is pretty cute tho, and the movement animation is quite charming.
Someone has a massive boner for the unity particle system.
Great art style (I like colorful particles as well). It was a little difficult to attack. I wasn't sure if I hit the zombies at all. Some score display would be nice.
I really enjoyed the look of this game, and I thought you used colour and the particles fantastically. A very simple concept as well, although a little controls screen would be nice. As stated by others, the attack is a bit misleading; we're trained by the majority of games to see little shooty things as the object that deals the damage (e.g bullets or the visualisation of a spell), so it did seem that the little particles would be doing the actual damage. I would recommend either having a weapon swinging/stabbing to show where the hit will land, having the particles themselves deal damage on impact, or emitting the particles in a straight line to indicate where the hit is. There are also way too many enemies; either reduce the number or make them one hit kills. A fantastic submission, I hope you polish it up and make it into a full game!
Nice graphics and general idea. I'd suggest 2 things to turn this into an actual game.
First, choose a decent endgame scenario. You don't want to just die and that's the end. One option would be to go with a level based approach and build like 5 small levels to progress through with more/stronger/faster enemies in each level. Another option would be to go with a high score based approach, and have the enemies ramp up in difficulty over time.
Second, like the first, you don't want to just kill your player without a real struggle. The player has invested time and effort, and if they just die, it's anticlimactic and leave them going, ..wut..? I'd put in some sort of respawn mechanic that keeps the game flowing, while still allowing for eventual defeat. One idea would be to use some of the crystal's health to respawn you when you die. That way, every time you die it has a real negative impact, but there is still hope. That hope is what will keep your players playing.
..haha, I ramble. unfortunately, this is all from personal experience, and my own jam games suffer from these same issues. :P
Comments17
Great art style (I like colorful particles as well). It was a little difficult to attack. I wasn't sure if I hit the zombies at all.
Some score display would be nice.
First, choose a decent endgame scenario. You don't want to just die and that's the end. One option would be to go with a level based approach and build like 5 small levels to progress through with more/stronger/faster enemies in each level. Another option would be to go with a high score based approach, and have the enemies ramp up in difficulty over time.
Second, like the first, you don't want to just kill your player without a real struggle. The player has invested time and effort, and if they just die, it's anticlimactic and leave them going, ..wut..? I'd put in some sort of respawn mechanic that keeps the game flowing, while still allowing for eventual defeat. One idea would be to use some of the crystal's health to respawn you when you die. That way, every time you die it has a real negative impact, but there is still hope. That hope is what will keep your players playing.
..haha, I ramble. unfortunately, this is all from personal experience, and my own jam games suffer from these same issues. :P