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DRONEKILLER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Juice | #17 | 4.000 | 4.000 |
Theme | #31 | 3.692 | 3.692 |
Visuals | #40 | 3.769 | 3.769 |
Overall | #40 | 3.538 | 3.538 |
Audio | #40 | 3.462 | 3.462 |
Fun | #45 | 3.385 | 3.385 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
chaining explosions is fun, and the audio fits the gameplay! shoutout to a fellow LÖVE user!
Levels felt a little bit uninteresting and the game didn't feel quite juicy enough!
Similar to the UI, it didn't feel JUICY and there were no sfx for the menu's.
Brilliant tutorial! And I really like the games idea and design and there is definitely potential here. You should be proud of making something like this in only 8 days
Cool game mechanics, just wish you had some more hand designed levels rather than using procedural generation since most of it ended up being flat and uninteresting. Absolute love how the dash, wall jump, and normal jump work together though, it's a very solid basis overall.
Interesting concept. I do not understand well how to manage with drones but it was fun ^^
Solid game and really great juice! Definitely love the fire effects and moving around the map. I do agree with JRevel that the game does feel a lot more frustrating than it needs to be. It feels like the camera cut off is always 2 inches away from the character. There were several times where I couldn't see my character but still control them. I also wasn't able to finish the tutorial because it kept bugging on me, either my inputs are not taken in or I miss an objective and can't keep moving forward.
Outside of that, I really got to give props for the visuals and audio, as well as the dialogue between the two opposing forces. Really nice touch with the end screen having dialogue as well. Great game and congrats on finishing for the jam!
Cool stuff, the character moves pretty well and the fire effects are really good ! Great job for the juice !
In terms of gameplay, I think it is a bit more frutrating than it could be, mostly because of the targeting system that is not forgiving. If you anticipate too much and press the attack button too early, you die. I suggest to try and add a bit more control in the air, by allowing to change direction once in the air for example, and give a bit more range to the propulsion.