Very nice game, I enjoyed playing it very much. The black and white style is very nice too. Well done
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Hate Me Not's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #108 | 4.323 | 4.323 |
Overall | #124 | 4.181 | 4.181 |
Enjoyment | #263 | 3.938 | 3.938 |
Presentation | #306 | 4.281 | 4.281 |
Ranked from 96 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?
Your role gets reversed every time you pass the middle of the screen. If you cross over to the right side, you are the defender of the Yin Yang. If you cross to the left side, you need to avoid the aggression of the Yin Yang.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
Normally I am not a fan of top down shooters but I can definitely see this game appeal to some.
I quite liked the art style and the music, and after I got used to it, I liked the flow of the two different gameplay components. But the crystal system was poorly implemented. After playing for 200 seconds, I only had 10 crystals. To get to the first permanent upgrade would approach ten minutes. The game does not have that much playability, with four enemies and only two powerups (it seems that you count the heal as a powerup, which I wouldn't.) This meant that I'm unable to experience that part of the game you designed, which is a shame.
Also a small annoyance, when the Ying Yang hits you, you are sometimes hit again, extending the stun penalty unfairly, since at that point you can no longer dodge.
Hi BlankShade, glad you enjoyed the working part of the game.
We implemented the skill tree and gem part in only 2 hours, and I think it shows a bit, maybe it would have been better to not distract players with it.
In any case, it was only 4 lines of code to adjust the spawn rate and prices, so once votes are in, we will push an update with some hot fixes :D
We will at some point also add invincibility frames, to avoid the double stunning effect.
This is one of the best ideas I saw and the presentation looked great. I appreciated the fact you implemented a main menu, tutorial and basic settings.
I just wish the player movement was a bit more polished. For example, I feel like the vertical and horizontal velocity are added when going diagonally, which result in inconsistency in the speed. And it would be nice to have just a little bit of acceleration implemented into the movement.
I loved the gameplay. I was super excited to see that there was a skilltree that I could buy things from in between the runs. Awesome work!
I loved the gameplay. I was super excited to see that there was a skilltree that I could buy things from in between the runs. Awesome work!
Really nice art style. The player getting staggered on shot felt frustrating at times, felt like souls gameplay. Yet the gameplay's satisfying. Also must mention the sounds and background music are really nice and matches the art! Good Job!
Feel free to hop into my game as well, and share your rating and comments if you have the time!
Beautiful art, very nice concept, great execution, the controls feel great, gameplay feels great, and its SO polished, LOVE IT!
If I could comment on one thing that I disliked it's that the game is kind of unfair because by the time I want to pick up an ammo at the far left, 5 enemies already attacked my "base", could be just a skill issue idk, even with the run pickup it was still very hard to get ammo without losing a lot of health.
Other than that the game is perfect and I wish you all the luck on future updates and hopefully a steam release!
Hey, thanks for the review! Really glad you enjoyed it!
We are testing a few ways to balance the game for our post-jam releases. (Yes there will be a steam release!)
Some of the ideas we are considering are:
- One idea that came from the review section was to make the map bigger, the camera would follow the player, and enemies would spawn from much farther away, giving you more time to react, and plan for ammo runs.
- Another difficulty with balancing, is how much ammo you gain, and how ofter the ammo spawns. Right now this is a little bit chance based. An idea could be, the when you kill an enemy, ammo would spawn from the left side in a reversed mirror kind of position.
- this would be nice flavor, as defeating "bad stuff" spawns "good stuff on the other side", but maybe picking the up, could trigger again something "bad" to spawn, which would be very yin-yang.
- this would also help balance the spawn rates a bit, and it would make every piece of ammo more precious, as you need to defeat an enemy to get more. (To account for missed bullets, we would probably spawn a piece of ammo, with (helthOfDefeatedEnemy + 0, 1, 2, 3 depending on the difficulty settings)
Again really happy you gave our prototype a try :D
100% agree with those changes, like I said for me the enemies were really fast, I couldn't cross the other side of the map without being bombarded by enemies, and the rate of fire is slow so I couldn't get them in time. This would totally fix it though, and I agree with the ammo pickup, I found myself waiting for ammo to spawn. But! You can keep the speed boost random like how it is now, it would be fair to change the way ammo spawn works.
Followed you to see the future updates for the game, when there's a steam release I'll give you a wishlist to boost the algorithm for you on release day :D
Gives me a feeling of being in a relationship. Great idea and well-executed
Such a cool art style with incredibly polished animations with great feedback! I was super impressed by how complete the experience felt in only 48 hours!
For a 48 hour game, it's polished to a T, finally something fresh for a change! Great work all around, simple yet engaging graphics and a really addictive presentation. The dual yin-yang atmosphere affecting not just its looks, but its gameplay too, is an awesome and original idea. Amazing stuff you guys, here's hoping for the full release!!
Very interesting take on the role reversal, good job. I found a bug that allows you to continue indefinitely: When the 'you lost' menu appears, click on the gear icon in top right and close the menu that appears. The game then continues.
For a game made in 48 hours, this has a surprisingly strong sense of direction! The artstyle is unique and plays into the game mechanics (even the UI too, the ammo and ying-yang hp is a nice touch!). I was constantly switching between sides to collect ammo while dodging bullets on the light side, and defending the ying-yang ball on the dark side. I guess the skill tree gems could be a little more common since I wasn't able to upgrade to anything when I played, but the base game is still strong without it! Good job to all of you!
Love the idea, I could definitely see myself playing this for a very long time!
Cool game, I really like the black and white pixel art. Good job man!
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