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Backpack Blaster!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #44 | 4.000 | 4.000 |
Overall | #194 | 3.618 | 3.618 |
Originality | #205 | 3.735 | 3.735 |
Presentation | #458 | 3.118 | 3.118 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I'm proud of how the shop mechanics and item effects all work properly, and that the game feels like a proper roguelike! I've not been able to achieve something like that before.
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Comments
Very cool gameplay! Procedurally generating the levels was perfect so it doesn't get repetitive to restart. That was nice because I died a lot lol! Great work! Congrats on the submission!
Thanks, I'm glad you enjoyed :)
Now this is some addicting stuff
Glad to hear it, hehehe :D
sweatband + sweatband + the gold healing flask thing = supremacy!!
jokes aside, you executed this really well in such a small time period; two of my runs ended because enemies spawned in walls though, which is a classic pain of procedurally generated levels lol. excellent job overall
Thank you for playing! That is a weird bug, I never experienced that one during playtesting. When I make further post-jam adjustments I will make sure that doesn't happen!
I know tracking those kinds of things down is a herculean task, good luck haha
Its fun. You can kinda cheese enemies by putting them behind corners so that their bullets hit the wall
Yeah I did notice that a bit when playtesting, it's unfortunate. At least the spinning bar enemies are a lot harder to cheese!
The building mechanic is not unheardof, but it's nice to see a roguelike with it. I found that it feels like the +3 damage thing is kinda overpowered, effectively quadrupling the damage, and I didn't even want to take on any more items... but killing enemies faster turned out to be more fun honestly.
I'm wondering how are the maps built? They seem rather chaotic and there are new ones each run, did you use procedural generation?
Thanks for playing! Yes, the +3 damage is quite good in the early game, but I tried to balance it out because there are more enemies with more health as you get further into the game!
The maps are indeed procedurally generated, I used this tutorial but I adapted it for godot 4 and tweaked some parameters around to get nicely sized levels.
An action roguelike with a complex build system? You've got me hooked already! I really enjoyed the backpack/shop mechanic and had so much fun playing it. Good job!
Thank you for playing, I'm glad you enjoyed :)
Love that the light radiates from the player. The music and shop are great. I really enjoyed this. I did feel like aiming was a bit tricky for some reason. Replacing the cursor with crosshairs would've been nice. I also didn't see the exit button in the corner of the shop tutorial so I missed out on the shop after the first level. You game is better than what I made so I don't want to seem like I know more or something. Tips to you are tips for myself to remember too.
Thank you for playing! I appreciate the feedback :)
Oh and the AI for the enemies are great. I love that they wait and then once they spot you they become relentless. That's some realistic robot apocalypse behavior right there.
haha true! Post-jam I do think I need to work on the AI a bit though, it's sometimes too easy to have them stuck on an edge or corner spamming all their bullets into it, which takes away all the challenge!
I'm personally more of a tactical shooter and less fast twitch. So I liked those few seconds before they came around the corner to line up some shots on their bulkier metal frames. That's just me though (Splinter Cell>COD) (Rainbow Six Vegas> Rainbow Six Siege)
Pretty fun! I like the backpack mechanic, and the tilting of objects in the shop was a nice touch!
Thank you! The tilting was inspired by Balatro!
I like
Thank you :)