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They Come at Night's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #102 | 3.667 | 3.667 |
Is the graphics 1 bit? | #138 | 4.778 | 4.778 |
Originality | #196 | 3.000 | 3.000 |
Overall | #211 | 3.111 | 3.111 |
Gameplay | #226 | 2.556 | 2.556 |
Art | #237 | 2.556 | 2.556 |
Music | #241 | 2.111 | 2.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
So two things:
1. You want new players to start off with quick wins so that they can appreciate and get hooked by the simple and addicting game loop you have going on in this neat game.
Solutions:
2. With some push back, screen shake, or briefly turning the red for a fraction of a second, the feedback when hitting the enemies would make this addicting game play loop ever better.
Keep it up, this was really cool!
Thank you for playing and for the valuable tips. I had a bit of time today and made some adjustments to the web version. Now there’s an animation when enemies are destroyed and another when the player’s defenders weaken. I also adjusted the first wave to include many easier enemies. Additionally, the bottom left now shows how many enemies you still need to defeat, instead of how many you have defeated. Unfortunately, I didn’t have time for more today. Thanks again for the feedback.
Thank you for playing. Later in the game, you can increase the fire rate with power-ups. I have some quiet music in the game, or do you think I should use actual music and skip the 8-bit sound?
I think the cooldown between shots should be a little shorter, and you probably should have added music, but the tune after completing a wave was nice, and I really like the name of this game for some reason. Pretty decent game, you just should've added some music.
I’ve updated the web version. Now you can shoot with the space bar, and the enemies have a health bar.
The idea is really cool. I had some problems with defeating enemies though. Can they be killed? It would be helpful to implement some feedback for hitting them successfully or when the lose life.
Hi, thank you very much for testing. You’re right; it’s hard to tell if you’re hitting the enemies. I’m considering adding a health bar to the enemies. You can defeat them—the only exception might be if the frame rate drops, which can sometimes cause collisions not to register, but that shouldn’t normally happen. Thanks again!
I think it's a really good starting point for a nice game. The idea of the the day and night cycle is interesting, I liked how you used different patterns to create variety. The combat can be improved I think, maybe making the weapon stronger or the enemies have lower health. Being able to hold down the mouse button to shoot could also be a nice feature to have.
A thing I really didn't like was the hint at the start of the second level, I get that you are trying to teach the player the mechanic but telling them what to do removes the best part of a videogame, choice. I think only saying the direction of the spawning enemies through text or better with ui elements would be much much better.
Thank you very much for playing and for the detailed feedback. I also find the combat a bit too slow; I have the option to adjust the strength, attack power, and speed of the enemies, which I've already used in the levels, but it’s not quite balanced yet. The suggestion about using the space bar is a really good idea. Regarding the help texts, the first six are indeed very specific, as it's meant to be a sort of tutorial—maybe I overdid it a bit :-D. From level 7 onwards, it becomes much more general. Thanks again!
A game where you have to defend your tower from enemies that come at night? Sounds like a GREAT idea to me ;)
Good work, guys. I can tell that the FTUE is well-thought-out, with the tutorial/tips along the way helping out a lot. The rotating light mechanic is really new. If you guys keep working on this game, would you consider making the tower a lighthouse?
Thank you so much for playing and for the positive feedback! I'm really glad you enjoyed the rotating light mechanic—it’s one of my favorite features too. Funny enough, I hadn’t thought of making the tower a lighthouse yet, but now that you mention it, I’m definitely considering it for future updates!
As for what’s coming next, I’m excited to let you know that in the next update, there will be more levels with a full day-night cycle and new power-ups to help you defend the tower.
That sounds like a good update. I'll be excited to check it out!
This is an amazing prototype! An onslaught at night time where visibility is limited to the light's shine arc. The gameplay is pretty similar to our mechanics of a main shooter in the middle of the screen. I just wished the enemies spawn frequent with each of them having relatively low hp. I pulled up my auto clicker just to wait and put 20 arrows to an enemy before it gets eliminated.
Thanks for testing. I'm currently fixing the random generation of enemies. In the current version, level 11 is a level where the enemies are randomly generated.
Liked the idea. Maybe a little on the side of the complex , but that can be ironed out and this servers as a good prototype.
One thing, on my end the window was particularly tiny, making it kinda difficult to see (but not impossible).
Loved the old school vibe of the chiptune and sfx!
Cheers
Thank you for playing and for the feedback. I also find it a bit small, but I like having enough space around the tower. I’ll play around with it a bit, maybe I’ll find a better resolution. I’m currently fixing a few bugs and working on the level design and balancing.
Cool Idea!
Thanks!