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A jam submission

DIEmensionView game page

Absorb hostile bullets, send them through other dimensions, and release them right at your enemies!
Submitted by Joyhop (@JoyhopGames) — 2 hours, 15 minutes before the deadline
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DIEmension's itch.io page

Results

CriteriaRankScore*Raw Score
Design#2943.3483.348

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

It crashes when it starts the first wave 🙃.

Debugger:

___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shd_flash

D3DXCompile failed - result

at gml_Object_obj_enemy_single_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_obj_enemy_single_Draw_0 (line -1)

Developer

Sorry to hear that. The problem most likely lies within your DirectX/graphics card drivers, so try to update them and see if the problem goes away :) 

Submitted(+1)

Hey hey, this game is similar to the one I made Gravity Well (gotta catch enemy bullets then send them back) https://itch.io/jam/gmtk-2018/rate/299985

I like the way this one works a lot, my only complaints are the rotation speed and time before you start firing.

I think you need to rework how you determine where to move the shields to based on joystick input, it felt very slow if I just moved the stick from a side, to the center, to the other side instead of smoothly rotating it myself along the edge. In fact, if I moved the joystick to the exact opposite side the shields wouldn't rotate at all.

I also would like maybe a second more before you start firing so you can line up a shot easier, maybe have a visible indicator to show when you are getting ready to fire?

Submitted(+1)

This feels really fun to play, and the mechanic is neat. I like how when an enemy is on one HP, it's optimal to catch one shot, dodge the rest, and snipe them. Maybe add in some 1-health enemies to take advantage of that?

My only real complaint is restarting. Why do I have to move my hand over to the enter key? It's the sort of game that would really benefit from a really from being able to jump back in straight away.

Developer

Thanks for your feedback and improvement ideas! :)

Submitted(+2)

Clever idea! The graphics are good and the gameplay is nice.

My only problem is the smoothing of the shield rotation, for an action oriented game, it would have been better to have the shield follow the mouse/joystick movement instantly.

Anyway, good job overall!

Developer

Glad you liked it! We're gonna definitely work on the rotation in the nearby future so thanks for a useful note :)

Submitted(+3)

I liked this one, definitely challenging but rather well-made and executed. Having no direct control over when you shoot is an interesting choice.

The aesthetics of the game are pretty nice as well.

A few notes:
1. I do wish there was actually a bit more of a delay on when you start shooting after absorbing bullets (either that, or faster aiming), as your first shots almost always completely miss because you can't rotate your shield around quickly enough. 

2. I think your recommendation of using a gamepad is actually kinda misleading, as I find it far harder to pull off the precise aim needed with a joystick than with a mouse.

3. Some visual indicator for when your shots are about to fire would also be nice (ex. the shooting portal visibly charging up), but it's certainly playable without it.

Developer(+1)

Thanks for sharing your thoughts! We have struggled a bit with the balance between shooting and rotating (also when it comes to gamepad vs mouse control ), so we certainly agree that the game requires some extra tweaking :)