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A jam submission

Sensory OverloadView game page

A top-down shooter game where all of your stats are inseparably linked together.
Submitted by LapnLook — 1 hour, 19 minutes before the deadline
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Sensory Overload's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#34972.2052.500
Overall#38672.2052.500
Presentation#39402.1422.429
Originality#39852.2682.571

Ranked from 14 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 stat of the player (health, stamina, damage, and the perception of time) is joined together into one, divided status bar, which introduces some risk-reward mechanics into a straightforward retro shooter.

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

Submitted(+1)

Nice twist on the basic twin-stick shooter genre! Interesting way to balance the game too, with the game getting harder if you play well and easier if you play badly. The simple graphics and audio supported the gameplay well.

Submitted(+1)

Great concept! I really like the music and how all of the players stats are joined together! I just wish the game were a bit harder. Besides that, this is a neat little game!

Submitted(+1)

I like the concept of all stats being merged into one. I think that concept has a lot of potential, especially if you try to think of how it could be implemented in genres outside of twin stick shooters. 

This was pretty fun for what it is. I really enjoy the music, and that even the tempo was tied into your overall stat. A great way to give immediate feedback into how you're doing. Its a shame that there is a controller requirement, as I feel the gameplay doesn't benefit too greatly from one. I also think that this will prevent some people from playing your game. But thankfully I do have one so I could check it out. 

What impresses me most is that you say this is HTML5 / Javascript. Did you use a framework, or is this all vanilla? I learned game dev via JS, so it has a special place in my heart :)

Nice work!

Developer

Yup, this is all just vanilla HTML5 / JS. Only used the Canvas feature of HTML and built a basic game-loop using JS.

Submitted(+1)

Nice core mechanic, I think? I wasn't able to fully understand it to be honest.

For some reason, my right stick could only aim straight up or straight down (Xbox One controller on Firefox on Linux), this made for an... interesting experience. I still managed to get to level 2.

I do like the Overload mechanic where you can kinda save yourself and get back up :)

Submitted(+1)

i wasn't able to move my character but the music was cool it changed as I took damage? 

Submitted

Sorry man, you cant require controller by rules of the jam :/ 

Developer

Oh damn, i missed that bit :/

Submitted(+1)

I love this take on the theme! this is a very well done bullet hell with a unique mechanic that is quite impressive. I like the scaling difficulty with player success. I would like to see it joined with a system that rewards playing well cause as is the game actually gets easier when you take damage. the art is simplistic but it's presented with style and cohesion which really makes the game look good. The number one thing this game is missing is JUICE. a bullet hell that lacks juice is like peanut butter without jelly. I would add particles, screenshake, animations, googly eyes, and just make the game feel amazing. I promise you it will be 10x as fun if you do. checkout this video for a great example of how important juice is 

Overall amazing work. you should be proud of this :D
Developer(+1)

Thanks for the feedback, really appreciated ^.^

Yup, I wanted to implement some camera shake, and other effects, but I had to give up on those due to the time constraints :/ This is my first time coding a game in HTML5/JavaScript so a lot of my time was spent figuring things out, which meant less time to work on nice-to-have features. So i had to settle for some mediocre bleep-bloops as feedback ><

As for the reward for good play... that's a good question! I'm not entirely sure what would work here. Maybe there could be a threshold on the meter, and if you are above it when the level/difficulty changes, you get some sort of stat bonus? Could be simply more damage, more resistances, maybe an extra life of sorts? Or a powerup that allows you to temporarily slow down time without taking damage?

I might continue working on this next weekend. Adding some more JUICE~