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YROBSS's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1963 | 3.030 | 3.118 |
Fun | #2110 | 2.801 | 2.882 |
Overall | #2304 | 2.896 | 2.980 |
Originality | #2696 | 2.858 | 2.941 |
Ranked from 17 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?
All of the player's stats are joined together into one energy bar
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?
No
We used pre-existing audio
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Comments
This was really interesting. The idea of tying things like health and ammo together is unique, and made for an interesting experience. The energy was a little over-plentiful in my opinion, but I rather it be plentiful than too scarce, so I'm fine with it. I feel like the game could use some design changes to make the game mechanics more obvious, as there were two points in the game where I felt "jumped" by enemies without any idea what I was supposed to be doing. Overall, I really liked this, its weirdness and all.
thanks! (also, thanks for the input! <3)
yeah, a lot of stuff could be explained better. for one, reloading, for two, like… you know that one hallway that you have to run away from a bunch of the stabby guys? (that’s probably one of the “jumped” bits)
I did a very small amount of play-testing (one person), and they got stuck there for a bit (they didn’t look left). I thought that the confusion of where to do might have been remedied by adding a window showing off the hallway that you run through, but that hallway was only added in the second-to-last build and by the time anyone played it the jam was over.
well, that’s my rant about a hallway. thanks for playing! (oh also if you felt too jumped by the first guy and see this please tell me about it if it’s not too much trouble? (it’s been mentioned before in another comment but i’ve decided to become an input goblin)
Yeah, you pretty much got the two "jumped" moments: the first stabby dude that just charges at you with no warning and the hallway of terror.
I get the impression that the window at the very start of the game that lets you see all the stabby dudes was meant as an introduction to the enemy, but I didn't see it that way when first playing. I had gotten the impression they were like scientists watching over an experiment. It might help if you made it clearer that they are not friendly, such as by making them act like they're trying to stab you through the glass, it would help that set piece convey the meaning better. As for the first actual enemy, I would make sure the player has access to the weapon before they encounter the enemy. It makes it clearer to the player that what they're encountering is dangerous, as the weapon announces that there are things to attack and things that will attack you.
As for the hallway of terror, My first reaction playing was to run backwards out the way I came. I never noticed a hallway because I hadn't even made it that far into the area before I started to be chased. Fixing this problem is trickier, but cutting off the path back and making the escape hallway more obvious might help.
Very original concept of merging together all the stats into just one, and good attention to detail in terms of ambience and pacing!
thanks!!
Enjoyed the retro FPS vibes from this!
thanks! (I have to tell you a secret though. I only did that because I have the artistic ability of a seven-and-a-half year old. here is the wall texture)
also, thanks for playing :D
Pretty fun, and the evil robots were kinda cute in their own way :)
I did find it pretty hard right from the start, though. I wonder if a slightly slower enemy type would have reduced my chances of being suddenly and brutally stabbed to death when I was still working out what was happening :D
Good fun, though :)
thanks! mr. stabby is my sweet little boy.
I completely understand your desire to not be suddenly and brutally stabbed to death with little to no warning, and will take that into consideration.
thanks for playing!
I was suprised at how much I enjoyed this! Everything being tied into energy worked well and the vibe with seeing all the robots and empty pods at the beginning was very cool. One thing I might suggest is that reloading was a bit confusing at first, and you could get rid of the need by having every shot take a small amount of energy.
Also currently you can cheese the combat by jumping onto the head of one of the enemies but not a big deal for a game jam game.
thanks, and thanks for the input! I wanted the guns to have their own pool of ammo to draw from so that picking up guns was more important as they effectively come with energy. (but yeah, it could definitely have been explained better)
so, uh… about the cheese-ing…
you can also:
I’m probably going to make a little update after the jam to make the game less cheesy
thanks for playing!
Cool looks like you've got some great ideas to do more! I did really enjoy the game so well done!
thanks!! <3
this game gave me vibes- and chills . rated 15/15
thanks, and thanks for playing!
this game gave me vibes- and chills . rated 15/15
Cool game! I love how you spawn next to a window with all the enemies looking at you, very ominous. I suck at FPS and ran out of ammo super quickly! How do you get more ammo?
thanks! :D
the enemies drop battery-thingies, if you press E while moused over them they give you energy