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A jam submission

Take the Risk GMTK Jam 2021View game page

A 2021 GMTK Jam Submit - Less health you have, the more damage you'll do. Will you play safe? or Will you play risky?
Submitted by Matias Mellado (@_arthemy_) — 55 minutes, 39 seconds before the deadline
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Take the Risk GMTK Jam 2021's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#17283.1433.143
Fun#19542.8732.873
Overall#25582.7832.783
Originality#38292.3332.333

Ranked from 63 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?
Damage increase with the missing health

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Viewing comments 20 to 1 of 22 · Previous page · First page
Submitted(+1)

This is a cool game, but I'm not sure how it honestly connects to the theme of being "joined together." It just seems a bit of a stretch to me tbh

Your visuals and sounds are good, but I felt like I never actually saw a lot of ships after the first few seconds. I just saw their bullets and managed to kill them or almost kill them off-screen. Would be more fun if I could see them on screen more often (maybe I'm just too fast trying to kite them away from me lol)

Developer(+1)

Thanks, the idea is that the damage is joined together with the missing health, I was looking for a more non-physical connection between the elements or being control related. 

I'm aware that the waves of enemies could be better, maybe having more delay between the spawn of an enemy and the next one or the turrets shoot only when on screen, but it was part of the idea trying to figure out where they were and kill them from a safe distance.

Thanks for the feedback!

Submitted(+1)

This was really cool and addicting! The art style and UI are on point too. Good job!

Developer(+1)

Thanks! I'm glad you like it.

All the sprites are assets that I use or edit, the full list is in the credits and on the itch.io page in case you like something specific

Submitted(+1)

Oh cool, cheers!

Submitted(+1)

Good fun shooter. Looks really good for a game jam game too. Frustration I had was that I felt I was always getting shot by stuff off screen. Maybe if the camera was a bit more dynamic or if the enemies only shot when they were on screen?

Developer

Thanks, I'm glad you like it

The idea of the red indicator of the closest enemy was to try to prevent that, but I do want to try other solutions, like a minimap or something, but the camera is a good idea too. Thanks for the feedback

Submitted(+1)

This is a good idea, but I think the connection to the theme, while strong in theory, is a little bit weak in execution. Perhaps something like faster movement would work? Presentation is solid, fairly intuitive though controls are a little odd on keyboard. I think this is a very common game idea though, this is not the first I have played like this to be made in a jam

Developer(+1)

Thanks for the feedback! I intended to have more things linked to the health but had to keep them off the jam prototype, probably add them after the voting period.

Submitted(+1)

"If someone turned the Red Tearstone Ring into a game" Really fun idea, and good scaling for damage, but more design approaches could be used, such as variety of mechanics and better balanced enemy layout

Developer(+1)

I'm attempting a no-hit run of dark souls so... yeah, that was the inspiration XD

I tried to keep the game simple cause I was working alone, but I do have the intention to add more mechanics, some of which I decided to left out of the jam submission because of the time, and more enemies with better spawns.

Thanks for the feedback!

Submitted(+2)

Good luck man, may the flames guide thee

Submitted(+1)

Really nice idea, I really like the non-physical interpretation of the theme "Joined together" . The game is quite intense, and I sweated like a pig during the boss battle. Great fun and engaging! I only regret I don't have a controller, it must have been even better.

Developer

Thanks! I'm glad you enjoy it.

The controller does help a lot when shooting and moving, but even tho I recommended it a lot is not that much of a difference, it's easier but not that much of a change.

Thanks for the feedback!

Submitted(+1)

Of course I was loosing live to increase my damage and not becasue I am bad :DD Clever concept, it was fun!

Developer

Obviously, everything is carefully thought strategy and not mistakes, everybody knows that....
I'm glad you like it!

Submitted(+1)

Pretty fun game! I'd probably buy a more expanded version of it! There were a couple points where something unfair killed me (boss spawning on top of me, screen having very low visibility), but with more boss fights (and maybe a more difficult basic enemy, one you cant just get all into one place and shoot) it'd be really good!

Developer

Thanks! and yeah, the spawn of the bosses could be better or give a warning first, I solve it for the regular enemies but didn't have time for the bosses spawn.

Thanks for the feedback I'm glad you like it!

Submitted(+1)

Neat idea! If you are able to add damage numbers or some other visual indication that your damage increases the lower your health, it might make a bit more sense. Good work!

Developer(+1)

Thanks, glad you like it

But there is an indicator tho, the number right next to the red sphere in the GUI is your actual damage, in the tutorial is explained but I know a more clear and intuitive way to put it might be necessary, thanks for the feedback!

Submitted

I'm confuse even after reading tutorial. what do I do. but its fun walking round

Developer

There are waves of enemies of two types, one will chase you and the other are turrets in the scenario, the red bar around the ship shows you the closest enemy.
Once you kill all the enemies of the wave, a boss will spawn in the center, once again the red bar will show you where it is.

There is a total of 3 waves and 3 bosses.

If you have any other doubt or still confused about something I'll be happy to explain in more detail

Submitted

how do I kill enemies

Developer

You move with the left stick and with the right stick you shoot, if you are playing on a keyboard you move with WASD and shoot with the Arrows

Submitted

oh

Submitted(+1)

I'm very happy you managed to implement a bullet hell game with this theme, well done! The controls feel good.

My only piece of feedback would be the arrow to the nearest enemy looks like I shield and I died a few times, until figuring out what the intent is.

Developer(+1)

I tried to explain it in the tutorial, but yeah, it could be clearer, I'll probably change it after the voting period
Thanks for the feedback and I'm glad you like it!

Submitted(+1)

This game is fun! and the art style is really good. :)

Developer

Thanks!

All the art is assets I used and combine or edit, the complete list is on the itch.io page and in the credits, in case you like something in specific 

Submitted(+1)

We used a similar health mechanic in our game too! Game looks and plays really nice, good job!

Submitted(+1)

Nice game. Might come back to this one later with a controller.

Submitted(+1)

Never really liked bullet hell, but this was quite enjoyable. Good job!!

Submitted

Really fun risk-reward mechanic, nice art, and an overall polished-feeling game! Good job!

Developer

Thanks! 

The art is not mine tho, in the itch.io page and in the credits of the game are listed all the assets I used, in case you like a specific asset.

Submitted(+1)

Really nice well thought-out concept. The controls where explained very well

Submitted(+1)

I took the risk.

Submitted(+1)

Don't have a control so I had to use keyboard controls which are a bit clunky. Boss fights are fun, wish there were more benefits from low health like extra speed.

Developer

Thanks for the feedback, I know the controls on keyboard are kinda clunky, sadly time didn't give me many options. I'm glad you like the bosses tho, they were fun to made.

About the speed, actually didn't think about that, nice suggestion, thanks!

Submitted(+1)

Fun shooter, the link between the damage and health was a little subtle, but I enjoyed it. There was a minor bug when healing where it would read the heal input twice and would put your number of heals at a negative number, so you would have to pick up two heals if you want to use heal again, but it didn't take much away from the experience. Good work!

Developer (1 edit)

Thanks! Balancing the increase of the damage was harder than I expected, I didn't want it to be too much but I feared that I would be too little, I'm glad you like it.

The bug with the healing probably appear in the last build cause I need to change some stuff because the HTML build was broken,  thanks for reporting it, as soon as the voting period ends I'll fix it.

Viewing comments 20 to 1 of 22 · Previous page · First page