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Overload's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #194 | 2.385 | 3.200 |
Visual | #253 | 2.385 | 3.200 |
Overall | #266 | 2.236 | 3.000 |
Fun | #272 | 2.087 | 2.800 |
Audio | #298 | 1.789 | 2.400 |
Ranked from 5 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?
FEEL,BULLETFURY,DOTWEEN
Are you using any AI generated assets?
no
Did you use BulletFury?
Yes
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Comments
LOL I missed the range attack until very late, went up to the area before the boss after some tries using just the punch attack.
That was all the worst as I think the punch attack unlike the range one doesn't feel perfect, there's some floatiness and not really knowing its range and the exact hitbox of the enemies, plus some missing sound feedback when you hit an enemy I think, which makes it feel a bit bad to control, it does not feel precise while being a melee attack ; on the bright side it looks very cool. Now I beat the boss and can't access the door behind it. The door before it is never accessible either but I manage to teleport myself into the boss room so it's fine as long as I have enough energy left (the first time I didn't, was stuck and had to restart), while behind the door behind the boss I can't teleport myself.
Finally when finishing overheating then either I'm on an energy tile or I'm stuck, including after dying and getting back to the checkpoint, I need to quit and reload the game. I'm not sure it's intended based on the description, and in the case it's not then the boss fight is harder than it's meant to be, I died most times to it by simply absorbing some bullets which in practice eventually killed me.
Despite all these points, in definitive not that important, overall I quite like the game, it's very fun. It looks super good, I love the animation of the robot. It could do with some extra sound feedbacks but what's there is good and the music is very nice. As I stopped using only the punch attack I now think that overall the game actually controls well, I like all the different mechanic, the teleportation, both attacks including absobring bullets and that you're stuck in place while shooting, shooting which feels quite good. I like the energy management part and overheating, that's a pretty fun use of the theme. Finally the content up to the first boss fight at least since I've not been able to explore further, but that's already quite some content for a jam, is very fun, the sequences are different and all cool after the few first tutorial ones, I like the one with the beasts advancing and the big white drone as the last time I got there with full energy, rushed it and managed to complete it before the big drone even appeared I think, that was cool. The boss fight is pretty cool with absorbing bullets getting you overheat quite fast and the overall difficulty is perfect for my taste which is half of what makes a game fun.
That's a very cool entry, thanks for sharing.
Hello! ๐
Overall: โจ Neat background and engaging gameplay. Great job on the submission!
Fun: ๐ I loved the ability to recharge the ammo on the panels, though the gun felt pretty overpowered. The portal-style puzzles were a fun addition, but getting stuck sometimes (portaling to the wrong place) required a restart.
Visual: ๐จ The graphics were a bit off with the UI style, but the UI felt clean overall. The enemies could use some death animations to add more polish.
Audio: ๐ถ The music was fitting for the space theme and enhanced the overall experience.
Theme: ๐ The overheat mechanic for bullet recharge was interesting. Was that part of your theme implementation? The theme wasn't entirely clear to me.
Other feedback: Scene transitions felt smooth. Once I started shooting the electric balls, I wasn't able to stop, I'm not sure if that was intentional. More bullets would enhance the true bullet hell experience. Loved the portal-style puzzles.
Great job overall! ๐
Thanks for playing and for the feedback! Regarding the the overheating, this was our "consequence" in action. We wanted the player to constsntly juggle the intentional choices they were making, be that either deciding to block enemy bullets with a punch, teleport, or becoming stationary while building power through standing on a power pad. Additionally the shooting was intentionally done to not allow the player to move while shooting and to completely "dump" all their stored power. This was designed so the player could make safer plays by shooting with lower amounts of power, but would be much more effective (and a much higher risk to the player) to shoot with a higher amount of energy. We really wanted the player to juggle their power storage in relation to their actions and gameplay style. Thanks again!
Great game!
I love the meter management! Probably the first game where I went like: "Should I really shoot in this situation?"
Amazing implementation!
Thanks !!
Thanks, really glad you liked it! The energy juggling was interesting to develop and was being constantly adjusted up until the last few hours. I think it ended up pretty balanced all things considered.
wish the audio wasnt so quiet but still pretty cool
Nice idea, would like some checkpoints <3
thx theres just 1 by design after you beat the first boss