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A jam submission

EETV (NSFW)View game page

A Vaporwave Gameshow
Submitted by AsE_CG — 8 hours, 19 minutes before the deadline
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EETV (NSFW)'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#3221.5002.250
Theme#3241.3332.000
Visual#3461.3332.000
Overall#3491.1671.750
Fun#3570.8331.250

Ranked from 4 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?
The male and female character meshes are third party from TurboSquid.com, and are credited on their respective character select menu's. All other assets were made during the jam.

Are you using any AI generated assets?
No AI was used.

Did you use BulletFury?

No

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Comments

Submitted

Damn, the art style is absolutely wild. I think it has potential, but i would suggest to zoom into the initial player experience and polish it as much as possible. 469 mb is also a bit much for a casual jam entry.I'd keep it at 100 mb tops

Developer (1 edit)

Thank you for playing!  I'm glad u thought the art style was wild and had potential, it was really kind of a random chance thing to go with vaporwave aesthetic but it seems like it was trending in this jam lol.  I am for sure going to rework the player experience, I have received feedback in the jam and from friends that it is way too difficult right at the beginning.  I will also keep your advice about download size in mind, I might have a tendency to put too many assets into games even in casual jams.  I want to try and make things visually striking but I could probably pair it down a bit.  Anyway, I appreciate the feedback!  I will try to playtest your game soon as well, I think I heard u talking about your concept in the jam forum and it sounded interesting.

Submitted(+1)

I think it's cool to have many assets. Just that the assets have to be optimized for the jam. For example, i've added a bunch of computers to my game, and the build size went from 40mb to 170. But after selecting all textures, and setting them to max 256x256 resolution, it went back to 50, without any major visual differences. 

I remember in the iphone 4 era, we has a budget of 150 draw calls and 200k polygons for the entire game. I bet that just hair on a high poly model will blow that out of the water. I see 'low poly' assets with 2 millions polys and 1000 draw calls. 

that stuff really matters for performance and build size. Especially for the jams

Submitted

This game is bizarre and I couldn't get past the first two snake turrets which was frustrating. The player animation to attack takes far too long to actually attack the enemy and doesn't fit the theme of bullets for a bullet hell.


Visually this game doesn't look bad and the audio is just fine, some of the voice acting could use some work for the announcer but for a jam it works just fine.

The NSFW stuff of this game feels unnecessary while I understand clothing operates as the health bar of the game I didn't feel like it was needed.

Maybe I am missing more of the game or features I missed out on because I suck at the game but I did not enjoy what I was able to play.

Developer (1 edit) (+1)

Hey thank you for playing!  I haven't done a bullet hell game before so difficulty balance has been a bit of a trick, I certainly didn't mean to make level 1 difficult enough to put people off playing.  I will make some adjustments to try and address that.  The attack animation time is slow at first, there are powerups to make the attacks quicker that I was hoping would add some fun as you progress but it sounds like the main issue is dialing it in early game.  I wanted it to feel more difficult at the start and then get easier as you progress/"get famous" in the show lol.  

The NSFW stuff is unnecessary, and honestly is kind of a test for a system I want to use in another future project (with a character creator menu at the start of the game) and I already had it kind of set up so it was easy to make a smaller version for this game... but at the end of the day I will admit it is just a gimmick.  I thought it would be an interesting change from the usual "death" consequence in video games and I always see non-sexual nudity as fairly benign but I was at least somewhat aware that it might be a point in the negative in some cases lol... 

I will take it back to the drawing board after the jam though, I do want my games to be fun above anything else so that will be my main focus.  I'm in a bit of a time crunch right now but I will try to give your game a play test in return before ratings close.  Thank you for the feedback!