Okay so visually I wasnt blown away, but after playing it for about 10minutes I gotta say, its really fun. I had to get used to the camera angle (both of them I guess), but after that I was having a blast. I think you did a great job balancing how much the player needs to pay attention to at any given moment. Really great job!
Thank you so much for all of your feedback, everyone.
@seth-tal That's great to hear! It's certainly got a bit of a unique feel to it, so my main goal was just making it feel somewhat manageable at the various speeds. But, if you get the speed going all the way, it still gets a little bit nauseating!
I love the dual nature of the game, it really keeps you on your toes! That being said, I feel a bit of eyestrain after playing it for a couple of minutes from always squinting to the right... :'D Great game, keep it up! :3
This game has an awesome aesthetic, and I love the core concept (no pun intended). I think that there were just a couple too many things the player has to juggle at once, between precise aiming at enemies, switching orientations, and dodging obstacles. Still, ton of potential!
This is really fun. I love that there is so much going on at all times. It is really overwhelming in a good way and it makes you want to become better.
I really liked the epic character poses and the yellow trails; it was especially fun to duck under and jump over the red obstacles. I found the aiming and shooting to be a bit difficult and would have appreciated something to show if I was hitting the enemies or not. Also it would be nice if the core health was more at the top rather than taking up so much of the screen. But overall, it was really fun; great job!
All valid points - I wish I had given myself enough time to work on the graphics and add particles/etc. I'll definitely update a postjam build with your feedback in mind!
Thanks a ton for playing - excited to check out your projects tonight!
The idea of the game is nice, but there are some problems with implementation:
1. The absence of any shooting effects is bad, as I can't feel that is something is going on; 2. There is no visual feedback on getting damage, a small camera shake would make the game better; 3. There is no feedback on enemy spawn, it's really hard to see that enemy was spawned;
Nice game. I really dig the aesthetic of your character especially the speed trail. I have to agree with @tricky-fat-cat , you need more visual feedback if you want to improve your game. And I know, time is a big limiting factor in a jam. Overall, this is a nice entry. Good job.
@justcamh Awesome! It was really neat watching you work through it and you brought my attention to a few other issues with the game loop. Mainly that the "messages" weren't incredibly coherent. The goal was to destroy as many enemies as possible but the entry description made it sound time-based (I've updated this).
Playing it the way you did felt a lot more slow and meandering because your goal (length of survival) wasn't accelerating the speed of the game. An easy fix for this would just be a timer that increases the difficulty even if you don't grab a healing item.
The only thing you didn't quite catch was that there *is* a button to flip directions and shoot outside of the ring, which you wished for a few times. Though it's easy to miss things like this when we're playing so many projects in such a short time!
Thanks a ton for playing - I've followed you on twitch and I'm excited to check out your games as well!
Super love the art style and how the theme was used! Think it could use some more feedback when you take damage etc. but for a jam game super impressive!
Graphically isn't the best game but it's fun as hell and I gotta give you all that haha it gets very addictive after you begin to understand the mechanics. Music was very good and the sounds too. As I said, visually is not super overwhelming but I guess at least some kind of shooting anymation could have been great.
The music and some of the sounds were done by a friend for a different jam game that never saw the light of day - he'll be happy to hear that you liked them!
Really interesting idea, like a rail shooter, but on a loop. Would have been easier to aim if the reticle was easier to understand. I think a different aiming scheme could have made it easier to understand like an on screen reticle like you'd see in a light gun game. Not being able to just turn 360 and shoot in any direction was pretty annoying as well. I'd like to have had full rotation vs having to press a button to do a 180. Finally I'd add some kind of on screen indicator of the whats in front even if looking away. Maybe do some kind of picture in picture that always shows forward.
Comments25
The character looks so cool. i think you can improve the aiming.. but overall this was super fun man..
Very retro style.. i love it
@seth-tal That's great to hear! It's certainly got a bit of a unique feel to it, so my main goal was just making it feel somewhat manageable at the various speeds. But, if you get the speed going all the way, it still gets a little bit nauseating!
Current highest score (a friend of mine):
That being said, I feel a bit of eyestrain after playing it for a couple of minutes from always squinting to the right... :'D Great game, keep it up! :3
All valid points - I wish I had given myself enough time to work on the graphics and add particles/etc. I'll definitely update a postjam build with your feedback in mind!
Thanks a ton for playing - excited to check out your projects tonight!
1. The absence of any shooting effects is bad, as I can't feel that is something is going on;
2. There is no visual feedback on getting damage, a small camera shake would make the game better;
3. There is no feedback on enemy spawn, it's really hard to see that enemy was spawned;
Absolutely agree, all things on my list that I just didn't get to.
Thanks a ton for playing!
I have to agree with @tricky-fat-cat , you need more visual feedback if you want to improve your game. And I know, time is a big limiting factor in a jam.
Overall, this is a nice entry. Good job.
Thanks for submitting your game!
Playing it the way you did felt a lot more slow and meandering because your goal (length of survival) wasn't accelerating the speed of the game. An easy fix for this would just be a timer that increases the difficulty even if you don't grab a healing item.
The only thing you didn't quite catch was that there *is* a button to flip directions and shoot outside of the ring, which you wished for a few times. Though it's easy to miss things like this when we're playing so many projects in such a short time!
Thanks a ton for playing - I've followed you on twitch and I'm excited to check out your games as well!
The music and some of the sounds were done by a friend for a different jam game that never saw the light of day - he'll be happy to hear that you liked them!