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Vein Invader's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art/Graphics | #28 | 3.584 | 3.778 |
Theme | #46 | 3.162 | 3.333 |
Overall | #58 | 2.951 | 3.111 |
Fun | #64 | 2.635 | 2.778 |
Audio | #66 | 2.635 | 2.778 |
Originality | #79 | 2.741 | 2.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
No
Did your team create most of/all the audio yourselves?
No
How did you incorporate the theme "INSIDE OUT"?
We're a Slime Microbiotic Entity that is inside a Pations body and we try to get the virus from the inside to the outside.
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Comments
My feedback for Vein Invader:
What your game does well:
Camera navigation and player movement felt like the right pace. I didn't find my character to be moving at an unreasonable speed.
Enemies are fair to fight against. I enjoyed performing the attack combo against them.
What your game doesn't do well:
The power-ups didn't affect the gameplay to a noticeable degree. When the game starts the player is presented with one, but has 0 past experience to base their choice off of. The player has to choose 1 of 4 different power-ups before they've fought their first enemy.
While on power-ups, the health recover power-up states 'by a specific amount'. Not really sure why it doesn't just state the amount it heals the player by. This could be a whole number or a percentage.
Your game nails the 'inside' part of the theme with its setting, but doesn't do anything with the 'out' part. At least, it doesn't offer anything for that in the gameplay.
Areas of Opportunity:
What happens before/after the micro-biotic entity enters/exits the patient's body? If the setting of the game is the part that incorporates the theme, a great opportunity is to build its narrative of the outside world.
You could also tie the gameplay to your theme, as well. If you're in a patient's body, then the health of the patient should be something the player has to consider, too.
With power-ups, you can make them appear less frequently but more potent. With more combat and less opportunities to strengthen themselves you give the player's choice more weight.
I hope this feedback helps!
Hey :D
Thanks alot for this feedback we read it with the Team and we totaly agree, if we would've had more time the first thing would've been more "meaningfull" and better described upgrades ( I think i started giving the Upgrades some specific numbers but the time ran out xD
I feel your pain. Adding things like upgrades or levels when we work on small-scale games are time killers, but there's always a desire to fit them nicely.
Looking forward to any updates. DM me on discord @salsero if your team ever wants to talk games.
I really like the concept. Personally I had a bunch of times where I just couldn't quite grasp where to go and what to do, but then again I'm stupid. Loved the way the walls looked and the slimes where so cute yet funny to smack the hell out off hahaha. Great game.
haha, thanks alot for playing. I am happy the smacking is fun xD
Interesting concept and fun game. Good work!
Very interesting concept! It would be helpful if there was more feedback when dealing with damage, such as how much, etc. Aside from that, I liked the upgrade system, and because it seems like a rogue-like, a weapon system in the future would be great! Well done.
Thanks alot for this feedback ! Yea working on Attacking, Combos and Upgrades took a bunch of time, i would've loved to get more meaningfull upgrades like new attacks to continue the combos or special abilities. :D
Like a Slime Sling shot ;D
Great game, very fun. Gory looking thing! Going to have nightmares now.
Thanks alot for Playing ! :D