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Flux's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #7 | 3.600 | 3.600 |
Overall | #7 | 3.400 | 3.400 |
Audio | #8 | 3.400 | 3.400 |
Visuals | #8 | 3.200 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was a really interesting concept for a game, and there's some neat design choices here; you truly do control the intensity based on whether you optimize for survivability, mobility or damage, damage probably being the most favored stat in this version of the game just because you can't really do anything else other than kill, but mobility also being good. You have to constantly choose between those, though, and also constantly choose between moving around or shooting, so you have to be strategic about where you choose to stand, and the lights start dimming, which I think if you took that mechanic a step further, it would be neat to have other consequences such as lowered game visibility or electrical failures. Environmental damage and manipulation is always an underlooked but very interesting part of combat. I can't yet tell if there is a downside to continuously drawing in energy. Also, the popups that react to game events are a really neat concept, and I like the idea of that over clicking through tutorials. It probably would have been better to put them somewhere more visible, since the game requires eyes on the battlefield at all times, but it's still a good system and I think more games should try that out.
The absorption mechanic is cool! I love the attention to detail - the lights start dimming when you suck energy from them. It's interesting that health/stamina/ammo are all put into one stat, it makes it kind of a game about planning out and trying to be efficient with resources. The controls were kind of finnicky (it's kind of awkward to have to hold down Q will walking around with WASD) but the bullet hell aspect of this is fun - though I kind of wish there were obstacles and things like that to hide around which I would have appreciated for the last level which was just overwhelming and a bit frustrating to me.
Solid game! I liked the visual style. Kind of reminds me of Roblox. I liked the core mechanic and the animations + movement were polished.
Amazing job! I know Godot isn't really built for 3D games, so even more props for that! Engaging story and good sense of progression. Nice sound design, too!