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Cursed Laser's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #82 | 3.500 | 3.500 |
Fun | #87 | 3.548 | 3.548 |
Theme | #103 | 3.500 | 3.500 |
Overall | #111 | 3.440 | 3.440 |
Game Design | #143 | 3.429 | 3.429 |
Graphics | #147 | 3.595 | 3.595 |
Audio | #234 | 3.071 | 3.071 |
Ranked from 42 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?
Wherever the end of your laser beam hits, a new enemy begins its existence.
Did you write all the code and made all the assets from scratch?
Yes
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Comments
great game. i didnt understand the enemy respawn mechanic, but it was very funny experience
Fun game. Nice art style. Could be done a bit better, maybe have the whole map on screen to make a bit more fun. Good job overall!
I really like the concept of the game, but it's just so wrong. The game window is super small and you can barely see, and all of the enemies have little to no variety.
I do like the trails from them, but why is the UI more upscaled than the rest ?
Sorry I'm late replying to this comment, but most of those things you pointed out were plain laziness on my part.
The sprites are all mostly just circles downscaled in realtime by Unity's pixel perfect camera, and I wasn't bothered making actual UI sprites so I just played around with a few more circles. I would have actually sprited them if I had time to have a pixels per unit consistent with the rest of game, but sadly Unity's pixel perfect camera doesn't work for UI, so if I was to perfectly adjust each pixelized UI element to be consistent with the rest of the game it could just be screwed over by playing at a different aspect ratio than 16:9.
I've pointed out in other comments that the small window was just a dumb mistake on my part - I spent most of the jam playing the game in a tiny window and only realized later how incredibly stupid it felt in fullscreen.
As for enemy variety - this game ironically has the most enemy variety I've ever put in any of my games - fast blue enemies appear from round 6 onwards and slow projectile-shooting enemies from round 11 onwards. But naturally my difficulty-obsessed self makes it borderline impossible to reach those rounds (I haven't got to round 11 myself yet :-$) Sorry you had a bad time with my game!
The concept is great and the game is very polished, that's one of the best game so far in term of concept !
I just wish the enemies had an actual pathfinding, as sometimes they would just get stuck on the wall while following the player, which ended up being detrimental (to a small degree) to the gameplay.
Nice concept, there was bit of lag, but it could be because I was playing the browser version, The game is addictive to be honest.
Great visual effects and fitting sounds, but uhm it seems a bit broken rn unfortunately. enemies keep infinitely respawning while the wave counter remains at 1. the faster i shoot the faster enemies spawn, and it just feels kinda laggy when theres 10 enemies dying at the same time every time you click
The lag when shooting enemies is freeze frames, and is intentionally added to make hits feel more impactful. As for the infinite respawning, how did you manage that? Any steps I can take to try and replicate that glitch?
The wave nature of this makes it really fun and addictive to play. The graphics are simple but incredibly effective with the particle effects, screen shake etc. The music is well made too. Good job!
Really cool concept! The mechanics are really fun and the art is very pleasing to look at. Everything feels very polished. My only feedback would be that maybe the camera could by a bit more zoomed out as I found myself running into enemies sometimes, but I also understand why this camera size was chosen. Great work!
Nice Audio and design for your game but your game has issue with enemies over increase to one point I unable to shoot compare to 2 enemies in wave1
Sorry, how exactly are you having trouble with the game? I can't exactly tell from this comment. (If it's that you're having trouble getting past round 2, try slowly baiting enemies to where the rest of the enemies are, then shoot them all.)
Very pleasing visuals and some nice audio too.
The take on the theme was pretty unique and an interesting tie in to the gameplay.
Would be keen to see a return to this game with some more content, different enemies and weapon types perhaps.
Great work!
Very nice visuals and an interesting take on the theme!
The gameplay is very satisfying, with you basically having a crazy op weapon, but not being able to just blast it repeatedly makes for a nice of action and puzzle solving
I guess the game would have benefited from more complex levels or enemies though and I would try to improve the camera a bit, because moving backwards is way too risky with the narrow fov
I love the take on the theme. The art style was simple but well done. Which there was a bit more depth but well done.