Really clean and well executed design! I was determined to get better and play more!
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Forced Directions's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #303 | 3.730 | 3.730 |
Overall | #537 | 3.604 | 3.604 |
Presentation | #1004 | 3.568 | 3.568 |
Originality | #1880 | 3.153 | 3.153 |
Ranked from 111 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player has no control over the direction where he will shoot and the frequency of the shooting. A lot other stuff are all randomized (like enemy speed / points you get for an enemy etc) - so it's also a bit out of my control. Also added a (last minute) idea where enemies have a chance of dropping powerups. And when the player picks that up, something is randomized (enemy speed, enemy points, player shooting rate etc). And it's all visible in the PAUSE screen (on purpose - so no debugging)
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Hey, amazing work! Really liked the song, the intro for GMTK and the idea is neat! Congratulations!
simple and little addictive too. i like that it is not randomly out of control.
I've dabbled with the idea to make the controls more random - was a bit worried the current randomness was not enough 'out of control' ... but it just would be more a gimmick if everything was random and no fun. So that's why in the end I added the powerups that randomly change something in the whole game, just to make it a bit harder for the player ... but not impossible
Really nice feel on characters, punch and animations... All feels polished. Only thing I miss is some sort of dash or roll to get some more mixed movement into the game play, otherwise great work!
Nice simple game. One suggestion, put the timer on a static place instead of above the character. The character moves to fast making the timer hardly readable
Cheers :)
Thanks for your feedback.
I tried some different options for the timer. I started at the top of the screen, but decided that due to the fast gameplay and you have to keep track of the player it was too much out of your vision. So I changed it to the top of the player-character. Last minute I also tried to have it full screen in the background - but that also was too distracting / not visible enough
But I agree, I still found the timer a bit too technical - would've loved to have it more visual when the direction change will occur.
Thanks, glad you like it ^^
The game initial started with the idea of having melee / ranged attacks ... with swords / spears etc - with some kind of knight character.
And at some point I decided to switch to just shooting ... also with multiple different weapons and stats in mind.
But due to time restraints I didn't implement different weapons - yet
I liked it! Quite addictive! Only thing I would add is that having to wait for enemies to show up at the start is a little frustrating.
Thanks for letting me know you like it. And yes, even I in development was caught by the addictive nature ^^
How it now works is: first we wait to spawn an enemy until the player moves, then we spawn an enemy and we wait until the first enemy is killed until we start spawning.
I added this wait because otherwise the player would be dropped in the game instantly from the start-screen ... and I figured people maybe had to get adjusted to the movement before enemies spawned.
But I see your point ... I probably should make it that the first time you have to wait, but after a restart it's just instant mayhem and chaos ^^
Not the most original concept but it's well done ! Simple but neat artstyle that goes well with the sounds :)
Really fun game!! I love the juicy sounds and the squishy death animations :)
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