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Halloween Rush's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #348 | 3.333 | 3.333 |
Fun | #471 | 3.095 | 3.095 |
Game Design | #545 | 3.048 | 3.048 |
Overall | #628 | 2.905 | 2.905 |
Innovation | #729 | 2.619 | 2.619 |
Graphics | #764 | 2.810 | 2.810 |
Audio | #781 | 2.524 | 2.524 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It has waves of calms and storms. You prepare in the calm and defend in the storm of monsters.
Did you write all the code and made all the assets from scratch?
Yes. Except the music.
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Comments
Great submission. Rather simple gameplay but addictive. I only wish there was a way to control how close or far I can place objects and maybe a durability text on the object as an indicator how long they will last you. But overall great entry. Well done
Fun game! Some sounds would add more juice, but it is pretty nice game. It would be nice if bombs destroyed fences as well as enemies. Yup, I've closed myself and couldn't get out... Also, great music choice!
A fun survival and resource management game. I tried to enclose myself with lots of fences ;O I survived a few levels but then got destroyed me, hahaha. Very good idea overall and great music! Cheers!
Oh dude, you've fallen for the common pitfall known as "false barrier!" lol. Im joking. Everyone who tested it for me tried this too, it seems to happen everytime. Like you'll win once or twice but then that hard wave hits and they break through and you cant escape. lol. Im glad you liked it. I really enjoyed making this one - it kinda came together easier than my other projects, even if it IS missing some features...
Thanks for playing! :D I plan to do some update sin the future to make it more fun, addicting, and have an easier feel to the playstyle(like a a way to control how far you drop fences and other items). Thanks again! Your comment made me over-joyed!
This is really cool! Super fun gameplay and I can really see your vision of this being similar to Vampire Survivors but with an emphasis on defensive gameplay.
I loved that all the upgrades/items made a meaningful impact on gameplay which gave me things to think about and strategic decisions to make.
With a bit more polish time, things like audio can help add some more feedback but understandable that this wasn't prioritized as we only had a week!
This is a strong showcase of your game design skills/knowledge.
This is a really great entry and a fun game, well done! :D
Wow. This was a really uplifting comment to read. Thanks!
Originally this was never meant to get polished and become something bigger, but idk...maybe I will after reading your comment. :)
Definitely think it has some room to grow and potential. I made it quick but I made the code correctly so its easy to add more stuff. Very expandable...Ill give it a try.
Really good! Maybe you should add feedback when you get hit (like a sound effect or a hurt animation). But overall, good job, it's a fun game!
I think this is the one thing I wish I woulda had time to do more than anything. I almost cheaply made a quick color change on damage that flashed. But man...I really waited too long to start. ITs unfortunate because time seems to be one thing that makes a neat idea into a "eh...coulda been a lot better". Definitely going to add feedback for sure. Might even shake the cam a little....maybe....idk...maybe not shake the cam. lol
I mean it's a good concept, i wish it had more animations and was a bit more polished, but there is definetely some potential in it!
Me too...I only did it in two days - wish I woulda started sooner. Im considering doing a huge set of upgrades, adding controller support, an skill tree, character selection with skill-boosts on each character choice, more enemies with various attack/movement styles, random lands, goals, bosses, blah blah blah. Its not a complicated game, but I think if It had a bit more polish to it like you mentioned it would have a bit of an addictive play style - which kinda means its a big win for replayability.
Im glad you like where it started. Hope you stick around for the changes after the jam. :)
Pretty interesting to focus on defense mechanics, and the halloween theming is charming haha. The placement area felt a little too constrained but I see you were already planning to make it moveable, it might make the gameplay feel even more dynamic!
Yeah ive been wrestling with some ideas on that one...Im considering using the number keys or right click to change items and using the scrollbar to change placement length - also considered just having a big green circle and letting you place it anywhere inside though if I add controller support, its become unplayable - idk...I have a few options.
Glad you liked it! Im excited to add a few more defense mechanisms such as bear traps, shields, and a legally distinguishable non-mario star(totally a mario star) haha. But im in the weird phase after a jam where you cant touch it for awhile. lol
Your character's hitbox is a bit bigger than it seems, other than that, it's a great little game!
Agreed. I think I messed up when swapping out the test assets for more usable ones. I will adjust post-jam. :D Thanks for playing.
This is a really cute little game, I loved how you expanded the upgrades as you went in to get bigger play spaces etc. It really did give me that brotato feel of just scratching the surface of what the game had to offer. Got to wave 6 before I blocked myself in with walls and slowly watched my inevitable demise, brilliant! :D
WAS TOTALLY GOING FOR BROTATO VIBES! :D Im so glad you got that. Oh my gosh, everyone who tried to get as far as they could totally did the same thing with the being blocked in thing. haha. I have a lot of ideas to help it, like a repair hammer, a teleporter, and I plan to make the placement area a bit more moveable based on the item or maybe it will just have different set distances based on the item chosen - idk...lots of ideas that didnt fit into the jam. Absolutely loved reading your comment! Im glad you enjoyed it - thanks for playing!
The idea is interesting! I like that you have to collect resources and then use them to block enemies.
My suggestion would be to make it a bit more intuitive. Maybe you could add an initial panel with a brief explanation of how to play!
Definitely agree. Ran out of time but that initial instructions panel is imperative. Thanks, good suggestion. During the jam, maybe Ill make one and post it to the page info then add it to the in-game experience after the jam.
Reallycool, liked the strategy behind placing down the defenses and colecting resources during the waves to buy more during the calm part. Overall I think this was pretty fun!
Sweet! Glad you liked it. Im hoping to add some more stuff to it post-jam(enemies, weapons/objects, instruction screen) so its a little more fun before I move on to the next game. Glad you liked it. :D
A fun little roguelike, fencing is probably overpowered if you strategically build a wall but that doesn't stop it from being fun. Non-square/circle map is nice.
Thanks! Man I had a lot more art to add but I just ran out of time to put it on the map. Im really glad you liked it. The enemies can break through the walls and the horde eventually gets a lot larger. Im hoping the over-powered fences gets handled by the large number of enemies but youre right - I likely need to balance it a bit. Theres an item in the shop that makes fences stronger - but that might be a bit OP as well. Thanks for playing it! :D
Nice art style, I am pretty sure u will add in the future, but just needed effect when the bomb goes off as well as the spikes. The game is good overall. Nice work!
100% agree! Almost just modulated the colors when damage was taken, but was worried it would get stuck on the wrong color so...decided Id wait until after the jam. Then Ill just do some animations or something. Im glad you liked it. Thanks for playing! :D
Cute art style :) and yea, as the other guy said some feedback when you get hit or kill an enemy would be nice. And idk if I'm just stupid but i was also stuck on how I was supposed to collect candy. Killing enemies with bombs don't do anything. Aside from that, I liked the theming with this game being somewhat of a trick-or-treating simulator
Yeah I ran out of time to balance the candy generation. It generates it like a normal item but I wanted to also add it after storms and after beating enemies. Unfortunately I just ran out of time. Unfortunate because the game kinda came together and didnt creep up scope much until the last few hours. Thanks for playing! I appreciate the note.
Pretty cool, the art style is funny lol. Some more feedback when enemies take a hit would be cool, and I'd also prefer if it were a bit more fast-paced, but I understand if it's a design choice. Congrats on the submission!
Thanks! Yeah I totally ran out of time. Planned on more enemies, different skills, and the enemies woulda had speed changes, attack patterns and such. I definitely wish I coulda added the effects when they got hit. I feel a bit sad that you cant tell when they take damage or when you take damage. I think I will update the game after the jam for a cohesive experience before moving back to my main game. Thanks for playing. I will try yours too! :D
Yeah I think that happens to all of us lol, it's alright though, what's important is you got something out there and it's actually playable and kinda fun!