Cool ability! Could see adding different types of enemies or powerups/hazards
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Get The Heal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Score | #77 | 2.435 | 2.435 |
Originality of the Character | #78 | 2.391 | 2.391 |
How unique was the ability | #85 | 2.391 | 2.391 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
gaining energy from enemies you kill is an interesting concept, look forward to seeing more
I personally don't see how this would work in an actual game. It seems to remove challenge and strategy, not add it.
Yes it's not what you can put in an actual game but in game we can give same ability to enemies or a cooldown or disadvantage for using ability. That way game can be balanced and challanges can be made. And there will be responsive enemies ofcourse, not static like this prototype. I've some ideas about it and also got really nice suggestions from other jammers , So It can be better in future upgrades I guess. Thank You.
Fun concept and idea. The movement is fun, but I wish the screen was either wrapped or that I had a bigger play area, so I could really get to enjoy shooting and moving.
As a prototype it’s great, but going forward I would add more risk/reward in. Maybe make two firing options, one that kills the enemies and is an easier shot to land, but doesn’t give health and then one that doesn’t kill them, but drains health and is harder to land … like a beam that only goes out so far from the ship or something.
Enemies that were threatening would be good too, but I’m sure you know all that. As a concept, you’ve got a great base here and I can’t wait to see what you do next round! Good work. I played on stream if you want to see in-the-moment feedback.
I have seen your streaming. Thank you for your feedback and suggestions. I was gonna balance game later in diffrent way but I like the idea you suggested about two diffrent firing types. Also I've written down your feedbacks and gonna work on that in later stages like on movement and screen. Thank you for your time.
Thank You. No I haven't used scriptables but can use that, thanks for idea. And for enemies, they are not in canvas, they are in gameplay scene and for health Text above them, I cheated a bit, It's not canvas items but a TMP text objects, LOL. I know it's not optimised but I finished this in rush so didn't got time to optimise it. But doing all the changes and optimisation part now for future use.
Decent idea, but currently I don't see how this ability changes gameplay, because even if shooting wouldn't heal, the player would still just shoot the enemies all the time.
Thank you for the feedback. This is just a prototype for showing healing ability of character. If we apply this to game, enemies were attacking player also and in advance , we can give same ability to some of the enemy types too. I've some ideas in my mind how to balance a gameplay by using this type to ability. So if I get chance; would extend this furthur.
Thank you for playing my submition and for feedback. You are right, it's missing balancing the game. I've some ideas about to furthur expand upon. Like as you suggest damage if not hit, or can damage in certain range and heal only if get perfect hit. And also can give enemies some of this abilities for making game interesting. I will be working on this in future if I get chance to upgrade it from prototype to a proper game.
not bad for this first round, the healing to attack could be interesting, but it depends on how you use it in a full game. we will see
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