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Anti-Hero's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #999 | 3.545 | 3.545 |
Fun | #2268 | 2.701 | 2.701 |
Overall | #2405 | 2.766 | 2.766 |
Presentation | #4008 | 2.221 | 2.221 |
Ranked from 77 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 is not in control of the Hero of the game or the actions of the enemy minions
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
A really original concept. The player move to flag with hardcoded spline or there is a pathfinding algorytme ?
Unique idea. Cool pathfinding.
I like the idea, really original! However placing the little green blob felt a little tedious
Yeah, we get that a lot. We'll probably be changing it to a drag and drop mechanic in the future. Thanks for playing!
Nice concept, liked the gameplay. I think the graphics could do with some work, but other than that good job!
I liked the idea. Little fun game. You may consider selecting target with mouse, instead of arrow keys ;)
Pretty cool concept. A little polish on this would do wonders.
Btw mate, check out my game and tell me your views yeah? :)
https://itch.io/jam/gmtk-2020/rate/699263
Thanks for playing! I'll be sure to check out your game too :)
This is a very creative game. The gameplay is engaging and while the answer is kind of obvious in some stages, the later stages got my brain working. It probably also took a lot of work to make the AIs for both the hero and the squares (or... don't tell me Unity has got a built-in pathfinding algorithm?)
However, it is not very polished visually. Some part of the loud sections of the stage music also kind of stings my eardrum and not very pleasant to listen to... Is this just me? (^.^;
I also have one big complaint regarding the gameplay: I think you should've made it so that the "target"'s location is at the last place where you failed upon restarting, or make it move faster, or at least the target's starting place shouldn't have been placed in such an annoying place for stage 4 and 5. The location is so far away from the likely place the target is supposed to be put, and every time I fail, I have to move it again from the place that's obviously so far from the answer -- and I find that to be quite... an unnecessary waste of time.
I hope I didn't sound too harsh. I enjoyed the game, and this feedback is meant to be constructive.
P.S.: forgot to mention this but also, I think the WSAD control also doesn't work despite what is said in the tutorial stage.
TL;DR: I think this is a great concept, but the execution and polish can have a lot of improvement.
Thanks for your input! We have had a lot of people suggest changing the way the token works because of how slow and tedious it was. We're pretty sure in the future we'll be changing it to a drag and drop mechanic.
Btw this is our first ever game, and we aren't very good artists ;) that might explain the visuals.
Haha I see. I guess if this is your first ever game that explains a lot. Can't say I love the game if I may be honest, but definitely passable for a first game. Keep learning and struggling, and I hope you will make a great game in the future
Agree with Team AI´s comment, its a great idea but it takes to long move with the arrow keys.
Yeah, maybe we'll end up changing it in the future to a drag and drop mechanic
I like the puzzle design for this game, but because my cursor is reset on failure the game has large sections of me repeating myself to get to a place. Otherwise this game has good potential; with a few more mechanics this could be fleshed out into something fun and complex
We were thinking of adding a shooter enemy where you would set the target and a pathfinding token so it would move and shoot. We were also going to implement something to speed up an enemy, but we ran out of time.
Interesting game. Would be nice if you could just click where you want the enemies to go rather than using arrow keys, though maybe there's a reason for that down the line?
Its more so you can visually see where you last put the token, and adjust from there. Also, it helps with not allowing invalid points outside of the level
Pretty interesting, but it took me some time to understand how the game is played.
Noted. Unfortunately I can't change the in-game tutorial right now.
I think you can change the text from the game page if you want it. But don't worry, maybe I was the slow one not getting it :)
I've tested it on a few of my friends as well, and they had some difficulties with getting the concept of the game. ;)
NIce game :)
Thanks!