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(In)sanity's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #237 | 3.784 | 3.784 |
Overall | #478 | 3.649 | 3.649 |
Presentation | #1004 | 3.568 | 3.568 |
Originality | #1936 | 3.135 | 3.135 |
Ranked from 37 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?
Every ten seconds a random game modifier will occur, and eventually get out of control. Monsters, if not killed quick enough spawn quickly and can also get out of control
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?
Yes
We created all audio during the game jam
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Comments
Absolutely amazing! I really enjoyed playing this game and I just couldn't stop playing (until I had to go), so maybe a pause menu would be a good idea. Barely any bugs, and none of them actually affected gameplay too much and the graphics were really clean. Hoping to see some more amazing games from you.
Simple presentation, EXTREMELY addictive gameplay! Lasted about 200 secs before dying to a ghost enemy. I liked that there was a "Normal" modifier that restarted everything in case it was getting too crazy. Sometimes the modifier would repeat, I'm not sure if that's a bug or if that multiplies the modifier's effect.
I really enjoyed this one and I feel like I could play for a while. Rated!
It’s great ! The gameplay is simple yet polished, I really had fun ! Got swarmed pretty quickly after getting inverted controls, but I regret nothing ^^ Good job !
cool idea for this game, and good interpretation of the theme. my main criticisms would be that (1) the modifiers should be time based (for when they stop affecting you), simply because of the inbalance between various modifiers (some make the game wayy easy, and some make it really hard). (2) i would say there needs to be more going on to spice up gameplay. maybe a boss fight, enemy variety (in behaviour, not just sprite), something to give the player the feeling of a fair challenge. right now the primary challenge is if you get unlucky with the modifiers. but i think putting time limits on them would help mitigate that, and adding some other challenges would keep the game fresh. anyway, great job! this was a very well-polished submission (I especially like the tutorial, so few games have one, I know I needed one).
Very fun game, I liked the visuals and the combat was very satisfying with the sound effects and visuals, the music was also incredible, it's amazing you made that during the jam! The game fitted the theme really well with the random changes, although some of the were a bit unfair. I don't know if you intended this but currently bullets collide with the player so inverted bullets basically means you can only attack at point blank. As well as this, the giant modifier can lead to you getting cornered by as little as two enemies since they are too close for you to hit them with your weapon. However, overall I really enjoyed playing the game and the variety of enemies and modifiers was amazing, great job!
Thanks! Yeah, I noticed the bug with the inverted bullets right after I did some build tests and I didn't have enough time to fix it, sorry bout that. All music and sfx was made by my buddy Benjamin, he does covers and now he's been working on some original compositions on youtube! I'd love it if you would show him some support: https://www.youtube.com/channel/UCl3QNya9p-BJlk3zQO2mAyA
The giant modifier was intentional but yeah I guess it was a bit unfair because some maps made it easy to get cornered. Thanks for the honest feedback!
Neat little game with a good amount of polish! I liked the screenshake etc when you shoot or get hit. Only feedback would be that I wish there was more synergy between the different modifiers. But I think you already had a bit of that which was a lot of fun! Awesome job :D
Despite having serviceable art, I would say the take on the theme, while not being super original, is well executed. You have created a complete tutorial, which is rare (even I only have written instruction) and the game itself feel good. The lighting give a good sense of dread, the music is well done and fit the game. I didn't run into any bug, so well coded too.
Good job !
I liked how the game plays nice. Screen shake effect, sounds, movement speed make it feel dynamic and fun to play. Seems like similar concepts were implemented in other games, but this one is pretty solid. Also, the effects are kinda funny (e.g. thicc boi) and homing bullets is nice thing to have considering you had only 48 hours to do all that.
I noticed an issue though: the character moves faster diagonally. I think you might find the tutorials on this one (just normalize the velocity vector and multiply it by movement speed). Also, the spacing between letters is a bit irregular, makes it hard to read stuff.
All in all, good job!
Yeah, I kinda have a bad habit of just leaving the player movement as simple as possible, I'll look in on that. The font I used "Arcade classic" had some irregular spacing but I didn't have enough time to change the font before I noticed that on the build.
Thanks for your feedback!
Lovely game. The art style reminded me of Flash games that I used to play on the internet. I really loved the different enemies and the modifiers. Nice job!
Though the concept has been seen, youve executed it with some very nice juice and feel to the game. However I think the modifiers maybe didnt have enough impact on the game? In the end, no matter the modifier, you still had to play the same way: move away from enemies and shoot in their general direction. Would like to see modifiers that completely challenge that premise. Loved the music and the art was pretty cute. Maybe more enemy types could be interesting, and by that I mean enemies that arent variants of the blob.
Thanks for the feedback! The way I wrote the modifiers in the scripts were very inefficient, and there wasn't much time to figure out how to create a much more efficient system to handle the modifiers, and they didn't really had the impact I had imagined in the first place. Also had some enemy (And boss) designs I was going to implement but I ran into some build problems during tests and it was too close to the deadline. Glad to see someone pointed that out though, I'll be working on that in the future!
I think there was a lot of creative choices for the different effects on the character. Static bullets were very cool I don't think I'd seen that one before, and the shadows around the player created a unique effect where you felt like you were hunting around an arena cautiously. Once the enemies started to ramp up it was a lot of fun! I think the homing bullets had some issues where they would miss enemies that were close. As a heads up, there was a tutorial tip that said "make sure to eliminate every monster in every room." And I initially misinterpreted that to mean you needed to clear rooms to progress to the next level, when it was more a general tip to keep the enemy count low so you don't get overwhelmed. I played very differently because of that, and I got confused about how many monsters I needed to kill to progress until finally realizing I was just trying to survive. Great job on this, I had a lot of fun!
Very nice game. The controls felt responsive and the random mechanics were fun and gave it an out of control feeling. The no-motion bullets were really fun and unique, slo-mo bullets were also fun. Inverse aiming left me confused though, it seemed like I was just shooting myself until the ability cycled out.
Nice game overall!!
One thing I found that might be a bit annoying is that if you are big, a monster might be touching you, but you cannot shoot it. I think it makes sense, but if you get backed into a corner it means you're done for! i would have liked if we could click and hold the mouse button for shooting. My finger got tired pretty easy.
Not a lot of bad things to say about this one, just needs some extra polish (which I get in a game jam its hard to do). The rocks are a little hard to see on the ground, and the modifier text and background behind it might be better if it was a little bit transparent as it takes up a lot of the screen. The little details can start to add up, but overall really fun game and neat concept. Great work!
I'd also really appreciate feedback for my game (Only if you want to) https://itch.io/jam/gmtk-2020/rate/695512
Really nice, I love the dark mood from the menu, I love the random effect dynamic (I like that it doesn't seem to punitive too). I just wish the dark mood had remained throughout the game!
I really liked the idea of the game, it is very interesting and very fun, you can spend a lot of time experimenting with different randomnesses, there is room for art to improve, I believe it would make a great game to keep working!
Awesome experience, concept, and audio. The game really gets out of control, fitting the theme perfectly.
Cool game, I wish I could hang on a little longer.
Thanks!
like how the gameplay keep changing for long time , inverting speed up boy early and later Fat explosive lazy bullet time XD , maybe the enemy was too slow but it s fine , i liked the ghost enemy and the character aiming , movement , keep going !-Ivory-
fun little game :)
289 ;)
love the constant shifts to keep you on your toes
and the audio is great
nice job!