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Myxo Outbreak's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics - Is the game aesthetically pleasing? | #80 | 3.581 | 4.182 |
Audio - Does the game have nice sfx and music? | #113 | 2.958 | 3.455 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #129 | 2.725 | 3.182 |
Overall | #142 | 2.694 | 3.145 |
Gameplay - How fun is it to play? | #151 | 2.413 | 2.818 |
Theme - How well does it incorporate the theme? | #153 | 1.791 | 2.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Loved the graphics and the mood, the weapon system is interesting once you figure it out, the highlight for damage areas is also very nice and the setting is great. The enemies are a bit too tough though and very unforgiving. Needs a bit of balance but a very good entry otherwise.
It's nice to see some angles and the unfinished render look is interesting. First minute or two is pretty confusing: Weapon pickups are too small and I expected to have them go straight to an empty weapon slot. Expected resource items to sit in the inventory. Quick keys for weapon slots and strafing would be a good addition. A bit undercooked, so it goes, but fun core concept.
I completed the game. I like look of the shooting range and the overall look of the game. The use of step sound works. The game is short but challenging, I like that.
The enemies are just moving so fast that you have no chance against them after your ammo has been depleted. The controls do feel a little clunky. Movement does feel a little sluggish.
The game could be fun but I do not see the theme. Maybe I just got owned so early...
I expected the first robot to have a vision cone, so I'd be safe after it passed, but that was not the case. It turned around and got me anyways. Second run, I figured out the weapon and got through much more easily.
The interface was a bit on the klunky side. And I didn't see how the theme factored into it.
I thought the visuals of this were really effective. It managed to be evocative without putting in too much detail. I liked the concept of the gameplay, but in practice it felt a bit too unforgiving for me. The robots often hear you without you really being able to tell where they're from, and the instant kills made it very punishing without any save points. I'd like to try a version that was just a bit more forgiving.
The easing curve on the enemy animations along with the audio made the enemies really feel threating. Nice work!
The FOV is so extreme, you can pull the camera back and shorten the FOV to make it look better. The short bit of music was pretty good, but it cuts off so abruptly. The creature is spooky and creates some real dread.
Your textures need a bit more gradation in the noise pattern.
Its very easy to just be locked out of movement, because I can't attack. So it's not really fun to play if you get caught.
there is a weapon in the first room, but sadly the whole combat system lacks onboarding
Thanks for the feedback!