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A jam submission

MultipLessView game page

You will need to decide whether you want to kill monsters and make your path more difficult, or to avoid them.
Submitted by Carlos Rodríguez (@Carlos7xGames) — 7 hours, 38 minutes before the deadline
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MultipLess's itch.io page

Results

CriteriaRankScore*Raw Score
MUSIC#533.8973.897
SOUNDS#1103.5153.515
VISUALS#1633.9263.926
OVERALL#1793.6183.618
DESIGN#2683.3093.309
INNOVATION#4092.9262.926
THEME#4412.9412.941

Ranked from 68 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 26 to 7 of 46 · Next page · Previous page · First page · Last page
Submitted

Really did feel like an old retro game, pretty cool! 

Submitted(+1)

Great graphics, great music, it has a retro vibe like it's an old Sega game. I would have gone for smaller levels with fewer enemies, and given the player less health, but this one is pretty close to a 5/5.

This is a solid game I really like it but it's a bit difficult for me hahah

Submitted

Simple game but it works. We have so much life that killing is not very necessary. I realize later (in comments) that killing is a bad thing :). Nice job.

Submitted

I like this! The mechanic is creative and gives lots of long term vs short term decisions. My main problem with the game is level 5, the purple level (I think it was called "The Cursed City"? Can't remember exactly).  There's way too many areas where it's almost if not impossible to get hit withouth destroying enemies, causing the later parts of the stage to become infested. 

I really like the game, but I think destroying enemies should be a plan B if you can't or don't want to dodge something, not required to go unharmed through a section.

Developer

Thank you, TheFaz!

Yes, exactly, you hit the nail, this is a game for long term + short term decisions. Try to make progress without killing enemies, it will be easier!

The Wicked City (5th level) is the last one. You will be surprised by the end of it, I promisse.

Submitted

i like the game art everything but do you think you have a bug?

Developer(+2)

Lol, absolutely yes :( 
My intention was to have no more than 50 enemies per screen, but that validation didn't make it to the final build. Now I can't fix it until the jam finishes it.

I'm glad you made it out to the 5th level. (It's the last one! you will be surprised by the end of it).

Submitted

Good visuals and easy follow mechanics game! The only problem I found was small purple  enemies often got  stuck in the walls, making level really easy but over all You did a great job! 

Developer

Thanks for the feedback! Yeah, those purple monsters... I need to fix them haha.

Submitted

Pretty good presentation and adheres to the theme really well. However, there isn't much reason to attack any enemies since they'll easily just start swarming like crazy if you do. Additionally, the camera is too zoomed in and has too large of a deadzone so you can't see what is ahead of you while moving. Still, timing when to start attacking enemies could be somewhat interesting.

Developer

Thanks!. 

Yeah, that's the whole point. You need to be extra careful to have "less" enemies (kill them) because you will have "more" enemies (they will respawn twice). 

The camera is intended to be zoomed like the SNES games. It has the same proportion as some games like Zelda A Link To the Past. But I see your point. Personally, I don't like to zoom it out more than that, but I get it.

Thanks a lot for your review!

Submitted

The camera doesn't need to be zoomed out, it just needs to look ahead when moving. There's too much on an area where the camera follows behind the player so it lags behind and gives very little visibility to where you're supposed to look. Making it move a head of the player when they move can help with visibility without needing to zoom it out.

Developer

Oooohhh I see! Now I got it, sorry!.

Yeah, there is, in fact, a property in Cinemachine that will help me on that. Will definitely fix this on the next version.

Thanks!

Submitted

You're welcome, sorry for not being specific about that.

Submitted(+1)

That was fun! Loved the music and cheery colours!

Submitted

Good fun

Developer

Thanks!

Very nicely done! 

Developer

Thanks!

Submitted

Good job! I really liked how you adapted with the theme

Developer

Thanks!

Submitted

Art is very cool! Gameplay too, but sometimes enemies stuck in walls

Developer

Thanks! Yeah I need to fix that, didn't do it because of the time constraints and I decided to move forward instead of spending some time in there. But sure I will fix it.

Submitted

Cute game, nice level design. The music fits nicely! 

However I don't really see the connection to the theme, is it about enemy's spawn rate?

Developer

Thanks and yeah, that's the intention: "less is more" = the enemies respawn twice at the end of the level.

Submitted

Nice Game. Love the art style. Music is also great. Please check my game if you want : https://stefbart13.itch.io/electro-clash

Developer

Of course, I will. Thanks!

Submitted

i pressed enter it doesnt works 

Submitted

i pressed enter it doesnt works 

Developer(+1)

Hmm, strange. Can you try the downloadable version?

Submitted

okay

Submitted (1 edit) (+1)

Music is great, but sfx are a little to loud and starts to bother after some time.

But, let's get to the main subjects:
1) Your artstyle is good, but I think t would shine if you start working with hgher resolutions. You made a lot of assets, but sometimes in gamedev less is more too. I'd recomend you to make less types of similar assets, but making each one more detailed and add more frames to animations.
2) There is a room for improvement about your level design skills. Keys hidden all over the map in tight spaces isn'ta good practice. At least not with this sort of a camera. If I don't know how many keys I need and I don't see all of them, I'm starting to feel a little bit of unfairness. 
3) This point is tied to the last one. You need to work on your enemies. You couldn't make them interesting, so you tried to just add a lot of them. But again, this isn't a good practice. Most of this emenies are quite unfair. Enemies which are following you are cramed in tight spots making it almost imposible to dodge without colliding to another enemy. And the sooting enemy... Well, just make projectiles collide with the walls, because otherwise it feels like damage out of nowhere on th other end of the map.
4) Game is too easy and unbalanced Can rush almost every level with a good RNG. Haven't found any use to space bar ability. Make it kill enemies in a greater radius and it'd be a lot more useful and limited usage will make sense.
5) I recommend you to add tutorials to your games. Just overall.

Didn't get how the less is more in our game.

Don't take this comment to close. It's a good game for a beggineer and I'm not trying to offend you. Just showing examples of areas for you to improve.
Have a nice day! Good game!

Developer

Hey, no problem! I always like good feedback and thumbs up, it feels nice. But, negative feedback/spot on areas of opportunity, is better for me, because it gives me insight on how to get better, so I thank you for that.

  • For the SFX - sad to hear that. I thought they sound nice, I will check that out.
  • Absolutely, this is my second-pixel art game, I hope I get better at it.
  • Totally agree, I was thinking of buying a good book for game design. All my levels were made "in a rush", per the time constraints. Didn't think too much about how they were going to be executed, or the UX.
  • Agree as well. I designed 10 enemies on paper, and 7 levels. Ended up with 4 enemies and 5 levels... hahaha. The shooting enemy fix that you mention (to have the bullets hit the walls) fits perfectly. I didn't have time to implement it, though. I had to sacrifice stuff... still, not a valid excuse for me.
  • Didn't think about that! RNG plays a big role here - didn't want that! :( 
  • I hate tutorials, I want to make my games intuitive enough - that means, I didn't do it.

Less is more = enemies respawn twice at the end of the level, making your path more difficult to exit.

Again, thank you very much for your review. This is the kind of reviews I'm looking for, so I'll be better for my third game. 

Have a great day too! 

Submitted

Sfx might be nice, but consider making it a little quiter or add setting for it. As a gamedeveloper and video editor I can recommend something around -18 db and lower to not steal plfyer's attention.

About a fix for shooting enemies. I'm not working with Unity, but I know that it has good and simple system of collision layers. Just google it and you'll be able to fix this problem in a few minutes.

To make your game intuitive you need a very good idea and whole group of playtesters to setup a feedback loop. And even with all of this, you won't be able to make game intutive if it has some level of complexity.

Submitted(+1)

The art is great! Really fun challenge. Great work! 

Developer

Thanks!

Submitted(+1)

Probably my favorite game I've played so far in the jam. It's simple, but really really fun. It feels like a classic Nintendo game. I love the variety in enemies, as well as the music and sound effects. Everything is just incredible. Great job!

Developer

Thank you very much! This is so great to read. My intention was always to give it a Nintendo game feel, so I'm on my way to achieve it.

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