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Fair Squares's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #2 | 4.459 | 4.459 |
Overall | #6 | 4.257 | 4.257 |
Audio | #6 | 4.248 | 4.248 |
Innovation | #62 | 3.505 | 3.505 |
Theme interpretation | #65 | 3.789 | 3.789 |
Graphics | #68 | 3.872 | 3.872 |
Ranked from 109 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository
https://github.com/kinda-nice/fair-squares
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Comments
Appreciate it!
Really impressive work! Everything fit together very well - the sound design and animations complemented each other well, the game looks polished and the gameplay was fun and tight. Great music too. Agree with everyone saying that it would be more interesting to be forced to choose between 2 upgrades instead of being able to opt out. Could also have been entertaining (if impractical) to be able to see every accrued upgrade listed between levels. Incredible effort!
Thank you, and great feedback!
Really enjoyed. I loved the boss battles.
:)
Hey awesome game and concept!!!
Thanks!
Really cool idea, loved how polished the game was. I do agree that that the buffs you get are overpowered compared to the ememies' buffs. Altogether one of the best games I have tried yet tho. Good job! (feel free to come check out my combat procedural platformer game if you have time:)
Thank you! Will do
Wow, really amazing project. Everything was super polished. Loved the upgrade system, although I don't know why you would ever pass on upgrading at the end of a level. The buffs you receive far outweigh the buffs the enemy receive.
Appreciate it!
Loved it!
TYSM!
This was fantastic! Very fun and addictive game - the audio was especially great
Thanks so much!
Awesome game! I really liked the music for this game. Did you make it? The gameplay is also top-notch. I'm gonna keep grinding til I can defeat the final boss!
Thanks <3 Yes, I did write the music using the awesome Lovely Composer. Good luck, you got this!
"kindanice", more like "reallynice", congrats on the game, simple, fun and polished!
Haha, thanks so much!
Really fun! Great replicability. I only wish we'd get a choice between 2 upgrades instead of just one per level.
Thanks, and good feedback which I will definitely consider for a future update :)
Everything feels very satisfying and its very fun to play, everything just feels amazing and I love the boss fights. Sick game!!
Square go brrrrr
Appreciate it :)
A polished bullet-hell game. Just felt satisfying playing it good job.
Thanks :)
Nicely done. Feels pretty good. Congrats on finishing your game!
You really nailed your aesthetic one this one. It feels good and it's satisfying to look at. The gunplay and ramping difficulty felt appropriate (if a little slow - more below). And the hit feedback and player feedback are fantastic. There's clearly a lot of polish and shine and effort put into this and it shows. Well done!
I think you could have made the game significantly shorter though. The levels take a long time relative to what is being introduced. The first stage is the same enemy, in various waves, over and over and over. It would feel a lot snappier to only have one battle (with multiple waves) or one wave per battle. I lost during the final(?) boss and really wanted to finish the game, but the prospect of replaying it felt like a grind. But that could have also been helped by the rewards.
Your premise of "if you get a buff, so do they" is super compelling! I was a little disheartened to see it wasn't symmetrical, but that's understandable. That'd be a nightmare to balance, and then what sort of upgrades do you give enemies that can't shoot that would also feel good for the player? But I think the bigger thing was giving the player the choice to pass on upgrades overall. That's effectively giving the player the option to not engage with your core hook. If I opt out of an upgrade, then I'm playing a generic shooter. Giving a choice between two would force engagement, make for more salient escalation in difficulty and player power! And because later stages would still upgrade different enemy types, no single enemy would never become too obnoxious.
And on the topic of rewards.... why don't bosses give rewards?? Those are big moments with big fights and new mechanics, but the reward is.... just more stages. No choices, no power ups. Maybe this came down to a scope issue, but I think the game might have been okay without the bosses then. Right now, they feel like unknowable damage sponges. No health bars or sense of progress on them didn't really help either.
And I say all this because I REALLY liked this game. I can tell a lot of care and skill went into making this. You should be super proud of this. It's a cool little game with some very fun design choices. Please keep making games. This is cool.
Wow, thanks, this is fantastic! Really well written and justified feedback. I did consider some of your points but opted not to implement them due to time pressure. Regardless, I will keep all of this in mind for any future updates!
this game brings a very seamless and polished experience... the graphics are clean and simple and the interpretation of the theme is clear and focused! extraordinary work!!! you should be proud!!
"all is square in love and war.."
Thanks, that's very nice of you :)
Amazing. I really love how you introduce the gameplay mechanics to the player in a natural way at the start of the game and give them a moment to get familiar prior to things really kicking off. The presentation in general is top notch!
Appreciate that :)
This was such a fun and well polished game, I loved it! Great job!!
Thanks!
Feels impactful and polished. Love it!
Thanks so much!
Cool animations!
Appreciate it!
I loved playing this game. Easy to pick up, hard to master, great recipe for a game. The sound design for the enemy squares is amazing. My favorite thing about this game is the persistence of your past decisions.
Thank you!