Great game! I loved the gameplay and the models were especially amazing. The fact that you made all this in a week is crazy to me!
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Sonar's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #81 | 3.769 | 3.769 |
Overall | #194 | 3.543 | 3.543 |
Innovation | #215 | 3.462 | 3.462 |
Game Design | #218 | 3.590 | 3.590 |
Audio | #243 | 3.385 | 3.385 |
Theme | #252 | 3.590 | 3.590 |
Graphics | #454 | 3.462 | 3.462 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
Two dimensions exist in which the player can enter and exit. In one of them, the enemies are not real and untouchable, only their bullets remain to be dealt with.
Did you write all the code and made all the assets from scratch?
Yes.
All of the 4900 lines of code were written during the jam.
The 3D models and textures were made from scratch, so were the sounds and any other assets.
Comments
Definitely an intense game with lots of promise for a cult following.
Most addicting game I played so far!! Can't wait to see how you'll develop the idea more. Played at https://twitch.tv/hedgein , thanks for watching! <3
A great game in all parameters!
It kinda hard for me because i did not played shooters so much.
Think it could be full game after few working on it, great job)
I think I spent the longest time playing this of any of the games this jam. The mechanics played very nicely together and had a lot of depth. The biggest issue I had was I would occasionally get stuck in sword mode and not be able to switch back for a while. Not sure if this was a bug or I wasn't understanding a mechanic, but it was frustrating cause I had the most fun when I was furiously switching back and forth, cutting bullets then blasting enemies. But I had a great time, and with some more polish, this could be a full game. Great work!
Wow, nice game! good mechanic, indeed some more polish would have been nice, but it is playable and fun :)
The idea is really cool and could be expanded upon a lot. It is fun to play and most of the graphics look pretty polished for a jam!
If i had to suggest something, i would say it sometimes could use a little more player feedback. It could be a little clearer when i get hit by something, the current effect is a little easy to miss in all the action.
Congratz on submitting a solid game!
This is a cool action shooting slashing game! hahahaha One thing probably is to smoothen the camera movements because it feels like there is a sharp movement of the mouse. The 3d models are so cool and surprised that you made all of them from scratch in just a week. All in all, great game, good job! :)
this triggered some good old memories.
those were the games we played at LAN-parties when I were a kid. well done!
It was really fun to play and it is very nice of you to think of macOS and Linux users.
So Good gameplay loop that kept me engaged for like an hour or so, but i found it a little unbalanced but other than that its a solid, great game. but of course there's bugs cuz without them i couldn't get 1000 points xD
Really really really enjoyed this one. Graphics are great, I love the enemy design and the area, it's simple, yet not flat. And above all I genuinely adored the mechanic. Also got a real Devil Daggers vibe from it. But with drones! And a different dimension!
I have to repeat that I really liked the themed mechanic, and thought it was well executed, including the part where you're forced to stay in the other world until charged, it changes the dynamic of needing to look up the danger, and not really being able to dish any; which; if you stay too long, makes the game a lot harder as well with the multiple spawned enemies.
However, the more I like something, and see the potential in a game, the more critical I get.
The feedback loop of the powerups is not well explained, and it'd be nice if there'd be any kind of feedback on that, seeing it's the most important thing in the game to make any chance of getting to the end.
Sound design could've maybe been touched up a bit to let the player properly know something behind them is firing.
Why does the secondary weapon exist? It's not damaging enough and eats through ammo, once I figured out I should only stick to the shotgun, I actually started winning the game.
Finally, the lack of invincibility frames is unforgivable in a game like this, one can get instantly killed with one small mistake. Why have lives at all at that point?
P.S: I found out that the sword has a secondary ability as well way too late, that made a consequent playthrough flawless.
Also just because:
Woah mama, thanks for the extensive feedback! A lot of your criticisms come down to a lack of time on our side for a better implementation, but I will take it to heart nonetheless. We actually had dash mechanic planned but one of our programmers got sick during the jam and I had to carry quite a bit. The secondary weapon is my fault mostly, as I implemented and balanced it myself. Could’ve made it more powerful overall, I agree. My reasoning was having something that’s more useful for long ranges to snipe some enemies across the arena.
We might continue working on the game, so all of your points would be addressed in the future.
But anyways, thanks again for the feedback and for playing!
This is a pretty solid submission. I like the way you decided to take the theme -- a pretty fun twist on the standard bullet hell. Nice work!
It's so TENSE! I got to 190s. Like holy the game feels good to play, and it's pretty tough.
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