Really nice looks and fun movement!
Also really well polished UI!
Play game
Confined Space's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #29 | 3.714 | 3.714 |
Overall | #68 | 3.500 | 3.500 |
Visual | #72 | 3.786 | 3.786 |
Fun | #81 | 3.429 | 3.429 |
Audio | #137 | 3.000 | 3.000 |
Ranked from 14 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?
https://github.com/h8man/NavMeshPlus.git
Are you using any AI generated assets?
No
Did you use BulletFury?
Comments
very interesting game i liked how your bullets are doubled-edged swords if they didn't hit your enemies they could come back on you and hurt you, the art style is very pleasing to the eye. i really liked your game. keep up the good work mate!
Solid idea and well-executed! There are some things that struck me that I'll mention (note after writing this review - I'm sorry it's so lengthy!):
By the very nature of how bullets are shot, players who approach weak spots will deal with fewer bullets and have an easier time, which is good! It encourages offensive play and interaction with the core mechanic, AND has the bonus effect of emphasizing the secondary mechanic, which is the bullets bouncing off walls and persisting (because the bullets likely won't hit the player as they're being shot). Truly synergistic design, and felt fun to engage with!
The highly defended enemies which were surrounded on all 6 sides were interesting because they didn't start with a weakspot - you have to create one. And doing so also leads to more bullets bouncing around. In theory, I don't dislike that - but when a player interacts with that sort of mechanic for the first time, it's a bit confusing and uncomfortable. The reason for that is the very same efforts the player is doing to open up the enemy and win are also hurting the player's chances; in that way, it's different from how missing shots for example will lead to bouncing bullets as the latter is due to the player's error.
From a purely numbers and fun perspective, I don't think that the actual mechanic needs changing - perhaps it could do with a simple disguise. Maybe when the player shoots these defenses, the bullets turn green instead of red, and the defense could make a meaty sound effect (like a crack) and show some particles to let the player know that their efforts are paying off. You likely know better than I do the best way to address this issue (if needed!), so I'll leave it at that!
Ultimately, this is the sort of game that I think would particularly benefit from clear and satisfying particle/sound effects (especially upon hitting the enemy). As for the gameplay, I think you've made something really solid! It's a unique and excellent concept turned into a fun game - great work!
Thank you for your nice and detailed feedback. thank you for pointing it out how different playstyles benefit or not from the core mechanics and also where possible flaws lay! It's really interesting and a lot to think about for a future steam release since we think about developing it further. More VFX were already on the way but didn't make it into the game due to dealine reasons! :)
Damn, this game looks sexy!
Visual are awesome. Consequences theme is hear, love the updates, add depth to the game.
Some suggestions: If i bind dash to Q, i cant go to the left and dash. Cooldowns are a bit limiting. Maybe scale the missile / effects. If you press dash too soon, it will be a short dash, if you click too fast, you can still shoot, but the missiles are tiny and weak
Overall, great entry!
I really enjoyed the game; the music helps create a futuristic atmosphere along with the minimalist visuals. I'd like to be able to hold the button to shoot instead of clicking repeatedly (not sure if there's an upgrade for that), but it didn't hinder the experience. I also really liked being able to use abilities, which added a layer of strategy. Overall, great game
Aesthetically pleasing visuals, soothing music, tight controls, and overall solid gameplay, this is the recipe for a good game, well done :)
Good game overall. Sound good be better i guess but otherwise great :)
Cool game and visuals, I think the menu could have a buffer or something indicating it is going to appear, but the rest is pretty great.
I think the best I did was 177 points, died in Wave 16.
The game is fun. It looks and sounds good, controls pretty well and I like the bouncing bullets and need to directly target the core of the enemies, that's a very good implementation of the theme and the few times I managed to deal with wave 12 was spamming my abilities and directly attacking the enemy in melee, always ending with 1 hit point in the process, that was tense and fun.
No huge deal but like the person before I often misclicked an upgrade.
That's a cool game, thanks for sharing.
Fun and interesting concept with having to aim at the enemy's core or risk being hit by your own bullets. A nice take on the theme, i.e. your consequence for missing is having to then dodge your own bullet.
I had some issues with menus instantly appearing with no click buffer. This meant I often miss-clicked an upgrade if it popped up as I was shooting.
I'd also suggest a little more visual feedback on defeating the enemy and a new one spawning. At first I thought it was just teleporting randomly until I saw the wave counter.
My biggest issue however, was with the ability keys. To me having reflex abilities next to wasd just feels clunky at best. I have to remove my fingers from actively avoiding bullets just to activate a shield or to dash, never mind doing these and moving at the same time. As a suggestion, consider using right-click, space and/or shift as alternate ability keys.
Also, if you don't want auto firing on click hold, give a visual indicator on the player ship when we can fire again, maybe a small flash or a glowing outline when we can shoot again, nothing big. As it is, spamming click felt key.
With that said, it was still fun, good work. The above are just small gripes and suggestions should you improve the game further beyond the jam.
Thank you for playing! Yeah we ran out of time to fix the menu ability bug sadly. I already had some explosions ready designed that also didn't made it into the game and we will also think through using Q/E as ability buttons since they are so close to WASD navigation. Right click is a really good idea, thanks! Also the reload or auto fire buttons is noted for a possible full version on steam/itch :)
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