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Enemy Fusion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1817 | 2.918 | 2.918 |
Overall | #3025 | 2.571 | 2.571 |
Originality | #3299 | 2.592 | 2.592 |
Presentation | #3776 | 2.204 | 2.204 |
Ranked from 49 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?
You have to fuse yourself with the enemies to keep up your health and to grow stronger.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
I love that kind of game, great work! It could be more satisfying with more effects and a better sfx for the bullets (I think it's too high pitched). This idea of dashing through enemies is actually pretty similar to an idea I have for a game! The game gets pretty hard too fast, so maybe decrease the difficulty increase would make it better to get used to it. Other than that I think it's a game with potential, congrats on the work!
The dash feel really good and it's fun to play. But after some time you learn how to play and than it's very easy. I would maybe introduce some solid blocks you could't touch, so it is harder for player to move around. Or just have some end goal, now I was just jumping and shooting randomly and after some time I decided to stop playing.
But at the start I have fun and game mechanics were also good. Good job.
Like the concept. Plays very smoothly. The connection with the theme is there, but could use some more depth. I noticed that after dashing through a couple of enemies, I would just keep shooting and moving ... and didn't dashed anymore.
Maybe add some countdown for when your extra 'layer' would disappear again - so you have to keep joining / dashing at some times.
For me it was now: dash 2-3 times, to have the upgraded guns ... and then keep on moving around and avoiding enemies and shoot.
But overall really nice submission!
(And for the record: first try: 64 sec, second try 74 sec)
Thanks for checking it out. When I first started working on the game I was live streaming and was discussing those main topics. I was going to have a cool down for the dash effect and a somewhat harsh timer for how long you keep your powerups, but the collective group I was streaming with thought it amounted to too harsh an experience. So I kept it as simple as possible lol But I understand and agree completely that the experience lacked because of it.
A nice premise and the movement has a good feel. Could turn out well with some tweaking and polish.
Thank you checking the game out and giving feedback!
Add a cooldown to the dash, reduce enemy spawns or make the gameplay area larger. Nice job with what you've got though, can see this becoming an interesting foundation for a bigger project.
Really nice mechanics! With a bit more polish this could turn into something really fantastic. :)
Thank you so much for the kind words!
@Sfunk92 I think you made a good mechanic, you should refine it on the art side of the field, also the fire sounds should be changed its a little too loud and sharp. Overall good work for a 2day jam :D
Hey! I really appreciate the feedback, and the sound effects I can definitely agree with. The sounds were made/added in the last few minutes before I made the builds of the game so I really didn't do much play testing with them. (4am == brain power at 1% lol) And I do think a more artistic eye could have really helped with the presentation. (I can't believe basic geometrical shapes from Microsoft paint isn't super appealing to everyone XD)
Once you get the hang of it, can be enjoyable. Good job
Thank you for checking it out! I will be playing your game tonight on my stream (in about an hour)
it took me a second to get the hang of it but once I did it was very fun
Thanks man! I can't wait to play yours tonight!
Definitely fun, but I feel like the game actually gets easier as you go. I think a cooldown on the dash might fix that, but I don't know. However, the thing I really wanted was a score tracker. I wanted to know how many enemies I demolished. But it was still fun - the feedback is very nice.
Thanks for checking it out and I completely agree. The balancing was kind of horrible. I only worked on it for about 8 hours and only play tested enough to see if each feature actually worked lol I'll be checking your game out tonight on my stream! (in about an hour)
I thought this game was very fun, I died very fast though haha.
Thank you for playing it! I didn't do a very good job of ensuring the spawning of the enemies didn't overlap with the player position sadly so there is some cheap deaths in the game! I'll be checking out your game on stream in about an hour
I think this is a really cool concept, and I'd love to see it expanded so that different types of enemies give you different powers!
Thanks dude! I agree. I had a large scope at first and narrowed it down to only a very few functions to make sure I actually finished on time. (And I still barely managed) lol But I'll be checking out your game tonight on stream!
I just spammed right-click without even aiming and did nothing else and survived for a very long time. I feel the idea to use enemies to dash through the level is good but this would have worked better in a platformer or a puzzle game. In the current iteration, there is no motivation to do anything else other than dash around. Maybe keeping a dash cooldown could have worked. The game mechanic you thought of is cool but it doesn't fit very well in the type of game this is in my honest opinion. Good job though. Maybe expand on this idea some more in the future. This has potential.
You are 100% percent correct. The balancing of the game was pretty bad. But thank you for playing and giving feedback on it! I will be checking out your game tonight on stream (in about an hour)
fun game, the spawn rate curve is well done and gives enough time to learn as it gets faster.
the dash could be improved a bit, its hard to tell how far im gonna dash
and i got stuck outside the screen eventually and the enemies killed me.
Thank you for checking it out and giving feedback. The dash is pretty inconsistent, especially since I used unity's built in physics to move the player, which I didn't put much effort in making a very effort in preventing out of bound glitches or distant consistencies. But I am looking forward to trying out your game tonight on my stream (in about an hour)
The gameplay is pretty fun. Zipping through half a dozen enemies at once to take them all out feels pretty damn cool.
Definitely needs some balancing. Even when they started appearing in much greater numbers, it never really felt like the enemies had any shot of getting close to me. I only died once once spawned literally on top of me.
Thanks for checking it out, and 100% agree, balancing was a major issue. You can cheese the game pretty bad by sitting in a corner and holding fire and live forever lol But I am looking forward to checking your game out, (I'll be checking it out on my stream tonight!)
I like the risk vs reward of dashing TOWARDS enemies to get stronger briefly. That mechanic is a solid core for an arcade shooter! If only we had more time lol
Thanks dude! And I know, these really short jams make you question every little thing about your game and makes you cut so much content!
Dashing to both avoid enemies and gain power was pretty cool. Interesting concept!
Thanks dude! I appreciate that greatly. If you don't mind, i'll stream your game later on my stream tonight!
Feel free to, thanks!
I really like the merge mechanic, it added another dimension to the regular top down shooter game
Thanks for checking it out and I appreciate the feedback. If you don't mind, I will review your game on my stream later today?
Yh that's fine
great game i loved the mechanics for the game i think it could be really fun if you expanded on it not to say it isn't already.
Thanks for checking it out! I completely understand what you mean. I wish the jam period would have been longer since I only got to put in roughly 8 hours into the project. lol But it is what it is!
Fun idea, I found myself wanting to merge with the enemies more than 2x instead of shooting them. Could be a cool concept to expand on.
I really appreciate you checking it out. The merge concept could have definitely been expanded upon. Did you submit a game for the jam?
yep I managed to come up with an idea, though, it doesn't follow too closely with the theme.
I just saw your game Fasteroids, it wasn't popping up at first when I checked your page. If you don't mind, i'll play it during my stream tonight?