i like the art and the theme but its a bittle lagybut great job
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Wealth or Health's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
SOUNDS | #173 | 3.333 | 3.333 |
THEME | #231 | 3.444 | 3.444 |
DESIGN | #256 | 3.333 | 3.333 |
MUSIC | #263 | 3.222 | 3.222 |
OVERALL | #341 | 3.278 | 3.278 |
INNOVATION | #424 | 2.889 | 2.889 |
VISUALS | #632 | 2.611 | 2.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Movement controls was very smooth and efficient, but probably too fast that it can put players in danger. The upgrade shop was a nice touch, gives the game more depth in my opinion.
With the mechanic, I didn't realize it until I read the other comments below. It definitely needs some more juice to let players know they just lost some HP. One trick you can use is to have a red vignette appear on screen whenever damaged. Probably add a subtle screen-shake while you're at it. 😉
As for the gameplay, I believe the blue (ranged) enemies are just overpowered, able to snipe the player at long distances, which was a bit of a handicap because we don't have an ability to deflect, which would've been cool! So a deflect feature or decreased enemy range can make the experience more fair.
Other than that, I'm impressed with what you've accomplished, so keep it up! 😄
Thanks a lot for the feedback.
I like the vignette idea, will look into that. There actually is a subtle screenshake when you get hit but I guess it's too subtle...
The blue enemies used to be very weak before I added pathfinding (they would just keep shooting into a wall), which I did on the last day so I didn't have much time to playtest, I totaly agree I should lower their range. A deflect feature is a cool idea, I'll think about it
You asked about the random level generation.
I use game maker studio as engine and it has some pretty good random level generation scripts. I assume you use unity, so the algorithm is the drunkard algorithm, with this algorithm you pick a random point in a map and place a floor then you choose random to go right, left or forwards and it repeats a self chosen amount, so you get a space where you walk. After that some auto tilling and enemy spawning. You can only walk on floors.
I hope you understand it. Good luck.
It would be nice if the game explained that grabbing money costs you health, but I like the simple music, the theme and the game itself!
(Also I found a place where I could clip out of bounds, so you could check that)
Love the upgrade system as an incentive to collect the yellow squares, yet at the same time hurts you, which could lead to the enemies killing you before you reach the exit! Good job!
Thanks. I agree about the attack. The problem is that a swing would require an animation and I suck at those, it would also be hard to scale the range of a swing and to make sure you can't hit enemies through walls (I could just get rid of the range upgrade but I personally think that it's the most important one). The current attack doesn't look the best but it's WAY simpler than anything else and I just didn't have time to improve it because I focused mostly on the procedural generation.
I do wonder if I could make a scalable slash, might look into it later.
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