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Waste Waster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #473 | 3.837 | 3.837 |
Overall | #973 | 3.359 | 3.359 |
Fun | #1370 | 3.076 | 3.076 |
Presentation | #1586 | 3.239 | 3.239 |
Ranked from 92 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 theme is about people bulk buying stuff out of control, and now all the waste returns to take revenge. In the game, the player's character is out of (direct) control, and they can only aid him through indirect means to fight perished perishables.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Interesting idea you came up with. I'm really impressed with how much you got done in the time.
Cool game! It's interesting because you have to judge where you player will go if you put down the powerup. It might be helpful to have some kind of say as to where the player goes when there isn't a power up on the screen. He seems to just wander around aimlessly. And if that's the case, I feel like it's not too much of a disadvantage to put down the powerup. But, again, I really enjoyed it!
pretty cool game, it's fun and I like the art
Pretty original take - only wish I had a little more info on the impact of the upgrades but overall solid submission.
The dialog in the start of the game was really smart. Haha. There's a nice risk reward system to it since sometimes placing an item means the dude is going to go directly under enemy fire.
I really liked this idea, topical story, too. Good work!
I just rated your game! Thank you very much for watching the stream yesterday and for checking out my game!
pretty interesting game, i had some fun playing it, yet some parts of it felt a bit odd which is understandable considering the time limit.
Good Game with great graphics sound and fun gameplay.
nice idea! the art was visually interesting. Good job!
UUU i like that idea :D I couldn't understend how to play for a while (the wall of text in tips zone was too much for my and i just wanted to go straight to game)
Thanks for checking it out, and we are happy to hear you liked the game! Yeah the tutorial is something we should've done a lot better, but time constraints hit there badly. :)
yeah we know it :) 48h passes so fast
Nice use of the theme! I liked how I had to decide when to place a powerup based not only on its type but also its spawn position.
Really interesting spin on the top down shooter genre. The gameplay loop works quite well with checking where updates spawn and whether you might wanna get that health close to the food monsters or better wait for the next one regardless whether you need it or not, just to get out of a hairy situation. Well done!
At first I didn't like that I couldn't control the character, but as I realized that the character always heads towards upgrades, it started to become a lot more enjoyable, and I found myself making strategic choices, which is really cool. Sometimes I'd have to not get the thing I wanted because it was in the wrong place, or I'd weigh whether or not it was worth it to go through a crowd in order to get health or something. The only thing I might do differently is make it more clear what the different items do. I kind of figured it out as I went, and maybe there was an instruction I missed, and some of them just made sense, but some of them were a bit confusing. Great game!
Thank you very much for your detailed feedback! We wanted to do a more visual introduction to the items, but in the end we only got time to simply write down item names with effects in Tips panel. :\ Thanks again! :)
It's disgusting. 10/10
I was a little confused at first, but once I "got it" I got more into the game. I liked having to strategize my item needs versus where the items would be placed on the map and where the mob of putrid foods was assembling. But you know what would make this game? EPIC BOSS BATTLES haha I can't imagine anything more terrifying than trying to fend off a monstrous mold-spewing Whopper.
I really like this concept of being an invisible support player and if you bumped this game up to the max (I'm talking swarms of rotten foods, multiple player characters, different weapon types) it could become something incredible. Good 48 hour start, though!
Thank you very much for playing, also happy to hear you enjoyed the game! We actually have several art for boss monsters ready. We added the merging mechanic so that two monster can fuse into a bigger and more powerful one, and after 2 merging is done, the image would be replaced with the boss image. But while playtesting we found that usually each monster is merged only once before it is killed or reaching a game over screen, so if we decide to move forward with the game, this will definitely be something we'll work on, among the more different and interesting enemies. :)
First off, I just gotta say I love the theme of all your disposables coming back to get you (really meta, I dig it). Gameplay is real interesting too; I survived just short of three minutes! Using the items to lure your player away from the hordes as best you can is a neat concept, and definitely out of control.
Interesting and unique interpretation of the theme! This game has a really unique game mechanic and I can see a lot of potential for how it could be expanded upon. I would suggest experimenting with letting the player change the shape of the map by maybe placing down crates that force the player and AI to move around in different ways. This is a very good game for a game jam!
Thank you for your feedback! We originally wanted to be able to place covers too, so it'd make the level more interesting, but that would've required implementing a fully fledged path-finding, which we didn't have time to do in the end. If we decide to continue working on it, it'd definitely be something we'll try and get into it. :)
I really, really like the idea, and I enjoyed playing this game. I think you need to give the player more visual information, such as "What does this item do?" or showing the player an effect, like giving the player a red aura when they have a damage boost. Also some of the icons were confusing, like if I pick up a grenade launcher, I expect a grenade launcher.
Also, the AI needs a boost. I don't mind how the "player" goes through enemies to get to the items, but it should prioritise enemies based on something that's clear to the actual player, so they can make better decisions.
Lastly, I'm really impressed with how the game mechanics compliment the moral of "Don't buy things you don't need". If you put an item down, you can't place another one for a while, so if you put down something that isn't useful, you're screwed!
Thank you very much for playing, and for your detailed feedback!
We originally planned to list the descriptions with item icons, but in the end because of time constraints we ended up only explaining everything in text. Tutorials are not the highlights of game jams anyway. :D As for upgrades, each item gives a permanent boost to the character. Giving immediate effects (like when a med kit is picked up, the character becomes immune for a few secs) was something we only added last minute, and we didn't have time to add something to all of the items.
The AI is pretty simple, really. It always shoot the enemy closest to him, and if there is an item, it goes straight to it. Definitely a lot of improvement could be done on this front. ^^
Please keep working on it, I'd love to play a more complete version!