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V-Bloodwars's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visual | #155 | 3.130 | 3.833 |
Audio | #235 | 2.313 | 2.833 |
Fun | #253 | 2.313 | 2.833 |
Overall | #257 | 2.313 | 2.833 |
Theme | #318 | 1.361 | 1.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
Clouds and Background: Luis Zeno. SoundFX: Davit Masia. Fonts:GGBOT
Are you using any AI generated assets?
Yes the music is AI generated
Did you use BulletFury?
No
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Comments
Really nice visuals, the sprite casting shadows is not something you see often. The ship having momentum was also novel, don't know if for the better but it certainly gave a different feel. As for the screen movement the others mentioned, while the current situation isn't ideal, I think it could go in different ways, letting the camera move just horizontally while the backgrounds scroll down. Or leaving it as it is, changing the backgrounds to fit an arena like place, and maybe even letting the player rotate the ship.
Good effort overall!
I reached wave 7.
The best part of this game is actually the bat animation, I love it. The shadows passing over the clouds are cool too and the game looks pretty good overall. It sounds good too.
Like mentioned by the person before me I don't think the area much bigger than the screen worked that well here, I don't think it's common in games where your ship is always directed towards the top of the screen. as a result the game lacks dynamism a bit but I think it could be punchy enough with the exact same waves if everything happened on a single screen.
It was still a fun playthrough, thanks for sharing.
Hi,
Thank you for playing my game and for your nice feedback. I have created a new version with a static camera and endless waves. I will upload it when the jam is over. It's definitely better than before. At the moment, I'm working on the enemies' movement.
I'm glad you like the bats. :)
Game looks nice, movement is a bit slidy but works for the game as you have to commit to your movement, which I guess is part of the theme (consequences).
Overall, enemies don't offer much of a challenge, they move in fixed patterns and often don't engage with the player, staying on one side of the map whilst you clear the side first.
Game also stopped spawning enemies at wave 7.
As a suggestion should you wish to take the game further; consider limiting the game within the area of the screen, the camera panning didn't really help the gameplay, it only made it more about finding the enemies than dodging their bullets.
As for the enemies themselves, make them a bit more active: either by going from one side of the screen to the other (instead of just giving up halfway), or have them move so they are always crossing the player before changing directions shortly after.
Anyway hope you had fun making this game, I may be nit-picking the negatives but its honestly a good start.
Hi,
Thank you very much for taking the time to play my game and for your nice and honest feedback! :)
The movement is indeed a part of the theme. What do you think about the health recovery mechanic? Did you notice it?
I agree with you that the enemies need improvement. I will change the movement and try different projectile patterns.
So yeah, the wave 7 thing is a bug... I noticed it too late. Big sorry for that.
The game is planned as an endless wave game. I will upload an updated version when the jam is over.
Thanks for the suggestions. I will try to improve the game over time.
It was my first real game jam, and I had a lot of fun creating this game. I look forward to being part of the community and participating in more jams.
Yes, having fun and learning from our mistakes is all part of the jam experience.
The Health system wasn't obvious, maybe have your missing health start flashing when you aren't attacking and then faster as its closer to healing. I can see the idea of the system, only with the way enemies work so far, you can just hide on one side of the map.
The part about having a game breaking bug slip through always hurts.
I look forward to seeing where you can take the game as you improve it.