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Zigzagged Zaniness's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2045 | 3.392 | 4.091 |
Overall | #3418 | 2.764 | 3.333 |
Presentation | #3518 | 2.714 | 3.273 |
Enjoyment | #4410 | 2.186 | 2.636 |
Ranked from 11 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?
It fits by reversing the roles of bullet with player as bullet is controlled by user
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
Creative idea. you made the game quite good. However, it is a little hard to control the object while the camera is following the main character while we're controlling the projectile so when it goes out the range of the camera, we don't know how to control it. Because the main moves randomly, sometimes we can't prevent it from getting hurt. I suggest you can try keep the projectile around the main and can't move too far.
NIce idea, the only frustrating part is the complete randomness of movement and bullet shooting, maybe this could be on a timer or a list that would indicate the next move, so it would be a little less unpredictable
this game isn't perfect but it was endearing! something that would be fun to see expanded upon
It's a bit jarring with the bullet being destroyed and a new one being fired. Also with the character taking one hit to die and being uncontrollable feels a little out of my hands as to when i die.
But it works well with the theme
It feels like the kind of game I would enjoy being really good at; you would feel like Yondu from Guardians of the Galaxy with his arrow. Difficulty feels pretty high, but I could see it being a fun game to master!
Nice!
I really like the concept and the character art was very cute!
One thing that was a bit frustrating was when an enemy spawned very close to the character which pretty much made it impossible to prevent the character from taking damage. Maybe you could add some buffer time before the enemies start doing damage after spawning?
Interesting idea but very hard to control