Play aMazeBug
aMazeBug's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #207 | 2.828 | 2.828 |
Theme interpretation | #223 | 3.000 | 3.000 |
Gameplay | #282 | 2.379 | 2.379 |
Innovation | #282 | 2.310 | 2.310 |
Overall | #283 | 2.517 | 2.517 |
Graphics | #336 | 2.172 | 2.172 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL:
https://github.com/LucaFin/GameOff2021
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Comments
I liked the virus spinning as it moved. Having endlessly spawning enemies made it quite impossible for me to leave a dead end section though!
Really cool concept, the game was challenging and reminded me a bit of pac-man. Nice!
Quite hard ! Very interesting take on the concept. Loved the menu design.
...Why did you put waves infinitely respawning enemies that take ten hits to kill each in a maze game?
The idea of a shooter maze game is cool, but even after dozens of tries I barely got anywhere in the first level. The fact that the enemies can hurt you even after they die didn't help either.
The visuals are kinda rough too... the graphics for the main game just seem like stock photos? Which is a shame because I really like the look of the main menu. It would be cool if the main game had that ASCII-art look too!
The music was cool!
Nice and fun!, Loved the setup, it matches well the theme. Is interesting the different gameplay between levels too.
Suprisingly hard maze. Lengtyh of enemies destruction animation and the fact that it hurt you got annoying for my inpatience, but fun simple idea. Liked the knockback of enemies when they were hit and music was nice.
PS: Actually liked the menu suprisingly much, with this setting and theme, nice job
Nice game, I really liked the way you made the main menu. Gameplay and the base story were good too. Thanks
And how's mine ???
Not a bad game at all. Music is good and it has a nice visual style, with the exception of the background, which in my opinion grabs too much attention and takes away the focus from the maze walls and from the character and NPC's, maybe a bit more muted background would help. A couple of things: Enemies still hurt you even in the death animation. Try making the animation it's own game object with no colliders that destroys itself after the explosion animation ends, that way you can destroy the enemy object (and it's colliders) and instantiate the death object in its place so you can walk thru it without getting hit. Also, try locking the Z axis rotation on the player's rigid body. It makes collisions agains the maze walls a bit janky at times. Other than that, great work!
I just can't get to escape from those pickle chromosomes. It is quite a hard maze.
Good job!
Game Trailer:
Hard maze, I could not get very far in it. Very catchy music loop though.
It is hard, those green things always trap me
I like how you included a little story in-game to describe the situation to us! The game wasn't bad to play though I seem to have been losing health after getting close to areas where enemies have previously died, and that killed me tons of times. Other than that, it was simple yet enjoyable!
thank you for the feedback, i am glad that you enjoyed it, we thought that if the deadly explosion of the enemy had been a threat to the player the game would have been more challenging but it seems that this choice is highly criticized, if possible we will try to modify / balance this feature to make it more acceptable and not have to remove it
Nice game! A quite interesting interpretation of the theme!
I like the retro style of the title screen.
Fun game to play!
Congrats!
Thank you, i am glad that you enjoyed it!
I think the enemies could use a bit more balancing...
Thank you for the feedback!
I enjoyed the maze aspect but I'd love some tweaks to the way the "enemies" work. I read in one of the comments it was a feature not a bug to have the death animation of the enemy hurt the player, but it was even the case when the sprite for the animation was like tiny and I tried to run past it, giving me a game over. I think it breaks the flow of movement for the player!
It might be nice to have more enemies, more easily killed, with less of a death effect hinderance to make it more "fast paced". Such a buzz word I know, but I *wanted* to move around more and explore and solve the maze but the enemies felt a bit rough to fight against.
Some indication of the enemy health would be good too and more of a gradual ramp in difficulty would be sweet!
Would love to see what else you do with it!
Thanks for playing, we will continue to work on it based on these feedbacks, actually we could make some changes to make the damage disappear before the sprite disappears completely so as not to cause problems when the sprite is very small and still be able to leave the danger of death damage of enemies
Overall cool game. Love the console window at the beginning, and the music is super amazing. The graphics could use some work however, and I'm not sure why exactly but I felt kind of dizzy playing the game. Also, I didn't realize that I could shoot until after reading the comments below. P.S. Nice Grace Hopper reference xD
Thanks for the feedback and thank you for playing
The first round is great as a maze and is interesting, I've finished after about 4-5 tries. But i don't understand what the game on the second round. Nevertheless, the game is great.
Thanks for playing!
I can see what you where going with this and with a few tweaks it can be more engaging. For game jams it is always good to have your controls/gameplay readily available to the player such as either on the itch game page or on the main menu in a very obvious way. Most want to start playing the game soon as possible to get through as many games as they can.
At first I though it was a maze game where I had to wait/dodge the enemies but then discovered I could shoot. It just wasn't very obvious to me I could do this. The shooting itself feels slow not very responsive. Seeing that you are using unity, are you checking for "GetKeyDown" vs "GetKey"? Because I can only shoot a single bullet at a time I might be pressing the button again to shoot when I "feel" I should be able to shoot again but the game doesn't register the SPACE bar being pressed because I might have pressed it on the wrong frame. This could be easily solved in two ways:
The virus art is cool and all but I have no sense of which direction I am looking at which is crucial since the direction I'm facing is where the bullets will be fired. Adding some sort of arrow or other visual indication of where I am facing will help for when you are trying to move far away from the enemies to not get damaged and then turn around to shoot them.
Knowing how many hits an enemy requires before death is also feedback that would be helpful. A health bar is not always necessary but reducing the hits to like 3 is easier to see and keep track of. Because of this it was easy to die when you had more than one enemy quickly moving towards you. Also, their "death animation" can still hurt you which is not expected and it killed me a few times because it is easy to forget. Turning off their trigger or adding a "boolean" that says "enemy is dead" to skip the logic that hurts the player is a way to fix this.
I say all of this to encourage you to make these tweaks to make the game feel better and more engaging to play. :D The intro menu is cool but upon restart it be nice to be able to skip it to get to the action more quickly :)
Thanks for the feedback,
I will update the itch.io page of the game by adding the commands to it as soon as possible.
We used GetKeyDown because with GetKey the player's rate of fire was too high and we didn't have time to introduce a control like the ones suggested.
Actually inserting a signal of the life of the enemies or the direction in which you are proceeding are excellent suggestions to improve the gameplay.
The fact that the animation of death hurts the player is not a bug but a feature, we have decided that even that animation can hurt to increase the level of difficulty.
Gotcha
Really innovative, and the theme was properly interpreted :)
Thank you very much