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Side Hustle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #506 | 3.784 | 3.784 |
Style | #689 | 4.039 | 4.039 |
Overall | #1174 | 3.601 | 3.601 |
Creativity | #3544 | 2.980 | 2.980 |
Ranked from 51 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?
The game centers around planning your build and scaling up your power to survive each consecutive wave of enemies.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
Is not an easy game, but this is a fun game. Congrats! A experience bar would be nice to know when to expect the upgrade ;)
Great game, super fun! Art style is amazing!
Looove the upgrades. Great job!
What a great game! I really enjoyed playing this one. It reminds me of vampire survivors style. I would only add 2 things: A level experience bar and some more variety for the cue stick sfx :)
A really stylish and fun bullet-hell! The only gripe I had was how long it takes to get to what felt like a reasonable walk speed, other than that, really good job.
bom d+++
I loved it. A ton of fun
Cool concept and I loved the art and animation! The gameplay is fun, one of those roguelikes where you can completely break the game after getting enough upgrades! Perhaps the upgrades should be more like a skill tree where the more OP ones can only be reached after getting enough lower powered ones. That's just me backseat designing though, this is a great entry :)
I love backseat designing, always bring some good perspective.
Yes, we wanted to make it as a skill tree, where you need to get some specific lvl ups to have access to power ups such as the pacifier. Unfortunately we didn't have the time so it was a choice to keep it or not.
But thank you so much for the feedback and to reinforce this idea =)
This goes hard, no notes
The combo Multiball + Pacifier (and maybe fast shot) is too overpowered, and it became a matter of rapidly clicking in any direction not to die.
Also, enemies spawning where you stand feels a bit unfair
It's a shame, since the game has a creative system (like the diamond ricochet) that isn't encouraged to be used.
That said, congrats on your submission!
We 100% agree, Pacifier specifically ended up being very overpowered. We plan on overhauling the power-up system and giving other builds viability. As for the spawn points, yeah, if an alchemist or old man spawns next to you you're pretty much toast xD we'll have to think of a better alternative. Thank you for your feedback and we're glad you enjoyed the game!
Nice art style and implementation :)
Superb style, but it was hard at first
Loved the art style and idea in generam, the shooting sound can get a little annoying
Loved the music. It kinda hard at first because we're really slow. And sometimes, the abilities don't seem to stack. But it's a good rogue-like /bullet hell, recommanded!
Fun game, enjoyed the art style a lot. The ricochet mechanic was very cool
Really enjoyed this one! Great art, the core gameplay loop was simple yet enjoyable, and I enjoyed the feeling of becoming more powerful.
I think it may have made sense to make the player auto attack - I found myself spamming attack without any reason to delay the large majority of the game.
Great point!
The initial Idea was to make a mix between a pool game and a bullet hell. The players were supposed to use the aim to hit the enemies, avoiding their projectiles or using them to bounce and make the hit. But as we progress we saw that this idea was hard to balance and make it fun on a jam time.
Anyway, great feedback, thank you for playing =)
Great art, very fun hook, love the power-ups!
Immediately super fun, love how the challenge increases but my power level increased with it. Polished for a jam experience and love all the upgrades. Nicely done!
Really cool entry. It was really fun to play. Awesome art style!
really cool game!! but gets pretty easy after the first few upgrades
Cool roguelike. Just wish the initial speed of the character was faster.
This, like exactly this, and also the ricotchet noise clips when its suddenly cut over itself, other then that really strong showing good job
Hahahah sorry guys, this was a discussion between the team..
Since it is really easy to get speed, it was supposed to start with you really slow and feel the game getting scale up as you progress, so i voted for disempower. I guess it was a little bit too much.
Thank you for your playing and sharing the feedback =)