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Hedge Run's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
The Use of the Theme | #6 | 3.438 | 3.438 |
Gameplay | #22 | 2.688 | 2.688 |
Overall | #25 | 2.844 | 2.844 |
Creativity | #27 | 2.813 | 2.813 |
Style | #31 | 2.438 | 2.438 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many contributors were involved with your project?
1
Was your game made without the use of AI art or code?
Yes
Were the majority of the assets used made by your team?
No
How does your game fit the THEME of this game jam?
I have a cycling weapon mechanic where you extend your weapon duration by shooting with it
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Comments
the chicken toy was definitely a funny idea. outside of what was mostly said regarding pathing, i noticed youd get the map blocking your vision substantially at certain parts of the bottom of the maze, and the purple point felt a bit hard to guess what it was, like 10% of the time theyd spawn enemies, but outside of that it didnt seemed to do anything, like unsure if it was win requirements or points or spawns.
Great feedback! I should make it clear to the player that they are just there to show where the enemies will spawn from and give a subtle hint on where the triggers are. Also camera issues are a good point.
Thanks for playing!
I managed to win on my second try. The enemies didn't get stuck for me they where almost always right behind me (Well maybe they got stuck in the corners but I was already far enough not to see them at those spots). And the chicken gun XD.
Thanks for playing!
Can I ask what browser you're using?
I only recently found that Chrome fragmenting completely chokes the AI in this game. It's a shame, but at least now I know to test that next time :)
I'm using Firefox
LOL - not a lot to say after that experience, I don't know what I am feeling from playing this....
This can be improved a lot, but I say start with what others have said and that is enemy navigation.
I did manage to find the end, but only after reading a comment here that it was at the top.
Good job for a first game jam, keep learning and improving!
Very fair!
Seems the WebGL runtime gives everyone different enemy speeds as well so I'm working on fixing that.
Thanks for playing!
Winner winner chicken uh thrower. Fun game with some problems: Gun has no effect for me. The wizard stuff sometimes seems to collide with the player. The enemies get stuck pretty fast. On my second attempt I just ran through the maze asap, you might want to add some "barriers".
The game reminds me of tower defense games a bit. Good first game for a jam!
Funny you mention that he did make a tower defense prototype before the game jam.
Having watched some people play it, it seems it's a common browser optimisation problem, Chrome fragments resource intensive operations sadly, I think I went overboard on the amount of enemies spawned and should have done more testing
Firefox seems to not have as much of a problem but now I know to check the other browsers next time!
Thanks for playing and for good feedback! The gun totally sucks and the wall collision hitbox is too big I agree haha!
Again, loved the hell out of your game. It's my favourite of the 18 I've played!
I can see people speed running this to the end at the top of the map.
My first game play the enemies got stuck at spawn but after I played it twice they started using the path you might need to look into that.
7/10 mainly because of the chicken toy xD
Hahaha yeah a lot of jank sprung up in the late hours of the project. Learned a lot! Thanks for playing Conks :)
The weapons are really silly and fun to play with. The enemies need to move faster and get stuck on a lot of the terrain so I would say look into pathfinding methods a little bit. Other than that it ran fine on web and didn't encounter any bugs good job
Noted! AI is quite a rabbithole to jump into, definitely one I'll take time to research. Also had trouble with WebGL reducing the AI speed compared to what it does in the Play tab. Thanks for playing!
Ahhhh, that makes sense as to why the enemies seemed slowed in general ig. I played on web, in that case maybe check the export settings of that is all I can really recommend. Either way great job
The AI speed turned out to be a browser issue where ex. Chrome will fragment resource intensive operations (ie spawning 100s of enemies and having them calculate pathing every frame)
Firefox seems to not have as much of a problem but now I know to check chrome next time :)
Yeah that makes a lot of sense, chrome is just funky with its hardware acceleration and whatnot.
I'd recommend my friends try it out just for the rubber chicken! Maybe one of my favorite weapons in any video game haha
'Perry' has potential as a weapon for sure. Thanks for playing!
Interesting "infinite shooter". Not sure if there is an end but I couldn't find it.
The path navigation of the enemy was terrible. They were getting stuck on every wall.
Noted! I've had a lot of trouble with AI pathfinding, definitely a field I have to research. Thanks for playing!
This was a lot of fun and lowkey terrifying at some points haha. Great job!