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A jam submission

DRAINView game page

At all costs -- keep moving!
Submitted by Uğur Küpeli — 43 minutes, 7 seconds before the deadline

Play game

DRAIN's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#1262.3094.000
Juice#1322.0213.500
Fun#1401.8763.250
Overall#1441.8763.250
Audio#1441.5882.750
Visuals#1521.5882.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Someone likes emissive things ^^ It was funny playing with and sending bombs to the poor humans below

Developer

Thank you :)

Jam HostSubmitted

I love the reflections and colours in the environment, and the gameplay is nice and juicy. Visually it's a little bit cluttered and feels like a mish-mash of assets - e.g. the lava didn't fit, a glowing red floor panel would've fit much better with the rest of the visual style. I also didn't really feel like there was much of a point in moving up - the ground floor was where everything seemed to spawn all the enemies, so I just stayed there.

I noticed the screenshake and the damage numbers, plus a few other little juicy touches that were great! It was also a good implementation of the theme, if a bit boring 😜 

Developer

Thanks for the comment! I had to rush the level design unfortunately - glad you had fun!

Submitted

Awesome game, super fun and a great aesthetic! The music is a bit repetitive and I take damage when spawning in, which I know is because of the "don't stop moving" mechanic you got going on but it might be a good idea to start that AFTER the player has already started moving. There was also a slope to the right of spawn that had some collision issues so I couldn't just walk all the way up it even if it looked like I can.

Also this is an aside but it really reminded me of when I was playing lazer tag back in pre-rona days, and that was really nice to see =)

Developer

Hey, thanks for playing. That's a great tip!
The slope thing was on purpose: I had this idea of making a difficult/frustrating game, so I tried to make the level somewhat hard to traverse -- but the level design was rushed anyways.
Cheers!