Looks and feels great, can't believe you did it in 48 hours, good job!
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Auto Shoot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #386 | 3.656 | 3.656 |
Presentation | #458 | 3.935 | 3.935 |
Overall | #564 | 3.581 | 3.581 |
Originality | #1744 | 3.215 | 3.215 |
Ranked from 93 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?
A twin stick shooter where the canon shoot whenever it want and knockback the player
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Great presentation! The visuals and music meshed very well. The core concept of the game was very easy to understand, although that didn't make me any better at it! There was a pretty big discrepancy between the spawning of the enemies and my firing rate, in that the enemies were spawning faster than my cubey boy was shooting. But maybe the point is that running and dodging is preferable to shooting? Haha I couldn't live long enough to create a strategy!
That's not to say I didn't enjoy your game. I had fun playing it, and I'm definitely curious to see where it can be taken! Maybe we'll see some juicy weapon upgrades? Maybe a temporary shield? Mayyybe a bullet time feature?
Shooting them give extra point (5). I didn't had the time to add an SFX and a visual to showcase this.
I desynchronise the shooting and spawning so that both dodging and attacking are both valid choice. As for adding more juice, well I barely had the time to balance the game so I guess you know why it's not there lol :)
Wow, this is a great game! You give a lot of feedback to the player, It really helps to anticipate the next challenges. However, sometime I was a bit confuse with the control. I think a slightly higher camera angle would have helped. Overall, great work!
Yeah, the orthographic camera is something I could change in the futur, it seem to affect the gameplay to much.
Only thing is I don't know if I am going to make a post jam version of this game. I would need a reason to do it that make sense in my schedule (I'm busy with other projects at the moment, but it could be one of them).
This is a really fun game, with great presentation. Theres been a lot of good suggestions, I'd say the game would benefit from some added juice, prehaps add a small bit of screen shake when shooting and destroying the bombs?
Interesting idea. The overall presentation is well done, and the game is fun to play. It is hard both trying not to push yourself off and not getting hit by bombs, but it is possible and rewarding when done right. It would have been nice if all the bombs disappeared when you get hit, so you have a chance to recover, but else well done :)
the game is really fun, heres's what i would improve:
- The arena is always the same and it's small
- The platform despawn way too quickly
- Enemy are a reacting game: you have to shoot it when you see spawning or else you will be bumped fun
- Enemy are also too fast
- Surviving with the high amount of enemy on the screen is hard as hell
- I would like a button to shoot whitout reciving knockback
(Keep in mind that this aren'n necessarly bad things, just think that i whould improve 😃)
Really nice game! The graphics are really polished and I like the concept of having to fight against the shooting to avoid getting hit/ falling off. The controls were very intuitive. Great work!
This is one of the best I've seen! The graphics were impressive (Especially the plasma bullet thing), the concept was well executed, and the game really fits the theme. One thing though is that I don't really enjoy reading text to learn how to play, an interactive tutorial would be nice. Very fun, would definitely buy if polished and released.
I really like the post processing effects! It looks super polished! Also I really like your interpretarion of the theme, really well implemented. Great work!
Great game, I really like the visuals and the balance between dodging bombs and staying on the platform creates a really nice tension. I would suggest that if the player shoots a bomb maybe they shouldn't be knocked back as it means it's never really worth shooting at them instead of dodging, but that's a minor issue. Lots of potential in this one!
Great polish on the visuals and a neat idea that especially would've worked in previous years. I felt the out of control aspect detracted from the players experience where if the balance was more smooth the chaos would've been more enjoyable and added new nuances, but for 48hrs that was a fine effort
Even though we both had kinda the same idea, both games are totally different in execution. Love how the platform grows and shrinks.
At first the bombs targeting felt a bit off for me ... like they would chase me. But in the end I started to learn it was before moving, after they moved you could dodge them.
I did had a bit trouble with the isometric view - it was visually very nice, but it made it a bit harder to control your player-character.
Overall great work!
I like this a lot! Love the aesthetic and I think the gameplay loop has a lot of potential. If you want to keep working on this, it would be cool if the level actually added/deleted sections rather than just altering between a few shapes. Like an amoeba or something...if that makes sense :P
if there is one bit of constructive criticism I could add: I feel like there's kind of an odd sense of depth, which makes it difficult to judge where you are actually standing on the map. As a result, I ended up dying mostly because I wasn't immediately sure specifically where I was positioned. If I were you, I would position the camera a little higher up so you're looking more down on the arena; I think getting more of a bird eye view would make it easier to track the character in relation to the environment.
Anyway, just a minor observation :) overall, really cool game.
Pretty fun game! It feels like it would be great fun as a mobile game. Maybe some custom art and music would help it stand out a bit because it looks a bit generic now. Other than that it feels and plays really good!
very fun game, with a really great balance of challenging and easy to pick up. sometimes felt a little hard to control the player, but that's the point, and this follows the theme excellently. the gameplay was excellent, and it really felt like there was a good learning curve as to the strategy of when to aim for bombs, and when to focus on staying on and using your momentum properly.
only a few notes i would add: the music resets every time the player dies. this causes the user to listen to the same few seconds of the song over and over again, which not only can get boring but also makes it so the entire song is never really heard (or rarely heard, at least). one way to change this is to have whatever your audio manager script is set to not destroy on loading of the scene and use the singleton pattern to ensure there is only one audio manager instance in any scene.
other than that, was a super great game. i also really liked that you included instructions at the main menu. and the visuals were fantastic. great job!
Really liked it!! It was challenging and fun. Consider introducing some difficulty curve, but other than that I really love the mechanics
Cool game! My favorite part has got to be the fact that shooting knocks you backwards. It really adds that touch of out of control feel that the game needs. Nice asthetic too! I got a score of 121.
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