The concept itself looks good, but the ammount of ammo used by the first gun is too high, so I appear out of bullets really fast.
Maybe you can tweak some parameters in the spawning algorithm (Because I got 0 enemies or pickups at the first minute of the game.) Also I think you need a little bit more enemy variety and upgrade variety, because in current state game clearly lacks content
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Volume Shortage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1363 | 3.707 | 4.182 |
Creativity | #2694 | 3.223 | 3.636 |
Overall | #3079 | 3.008 | 3.394 |
Enjoyment | #5372 | 2.095 | 2.364 |
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?
The territory always changes its size by you and enemies
Development Time
(Optional) Please credit all assets you've used
Everything was done by us, only a couple of sounds were taken from the Internet (And from the game The Binding of Isaac), as well as the font (Luckiest_Guy)
Comments
very nice-looking game! though i'm still a bit confused on how the game works. having my bullets pass over islands doesn't seem to do anything, and most of the time i just die because the island i'm on shrinks away without any new one spawning nearby. this happens to both weapons and enemies too, so the game is pretty much empty most of the time. maybe any place outside the safe zones could just incur attrition damage on anyone in them? this could probably make the game less empty and have the rounds last much longer, though of course this depends on the kind of game you want. you could also have the king of the hill growth aspect on top of that, so it could be difficult to balance both growing your safe zone while also trying to get enemies away from it. regardless, i think it's an interesting idea for a shooter, and i think changes with how the game works and is balanced could make it pretty fun!
Thank you! The main tactic, in this particular build, is to increase your main islands to the max size, and then just keep them big enough. The main problem is that the spawn mechanic is a bit broken - more land there is, more pickups and weapons spawn. I've uploaded a video of a gameplay to a Google Drive, to show you a bit of this tactic. https://drive.google.com/file/d/1gh8-VhnemzIuPDXRrcSHpOmmPN-hpLmY/view?usp=sharing
I agree with others here. Really fun game idea with great art, just needs a bit of balancing and it would be an amazing game!
I agree with others here. Really fun game idea with great art, just needs a bit of balancing and it would be an amazing game!
Man I love the idea and that few seconds of gameplay I manage to squeeze out of it, but most of my runs end the same way. I loose all ammo, and no other guns are spawned so I just slowly die.
Given a little balancing pass this game can be a banger!
And the art style - chef's kiss!
Thanks you! Yes, we didn’t have time to properly balance the game, but you can still learn how to play it, my record in this particular build is 10 rounds, and it remains approximately the same, that is, I reached it several times, but in general, yes, There was no time left for balancing and we didn’t finish it. Thanks again for your feedback (;
Thank you! Yes, there are some balance issues that we've already fixed outside of the jam, but still, jam version is not well balanced. There will be more updates in the close future. There one mechanic that is already fully illustrated, but, coding-wise, we didn't have time to finish it (and it will be added soon!)
Wow, just really wow, I particularly like the menu, the loading visuals and the UI design are really top notch. It looks like a really complete game, congratulations for your efforts. Everything looks like a really professional game. I wouldn't have believed it if I didn't know it was a Jam game, congratulations!
Art and sound were gorgeous. The scale mechanic was very cool!
Only criticism is that I feel the info-dump would be better swapped for a little tutorial within the game, to get the player familiar with the mechanics.
Would be very grateful if you tried our game!
The game, while looking and sounding amazing, wasn't well balanced, and I was constantly in a situation where I waited. I also never figured out how the game ended unless I did it manually. You could maybe try to fix the issue by making basically everything appear more often, and put a full tutorial in the game, as I had to go back multiple times to figure out what to do.
Thanks for playing! There actually was a fully thought out tutorial, with visual cues on what to do, but we didn’t have time to make this. In fact, there is one more “secret” soundtrack, that never got into the game, due to a lack of time (which I’m sad about, because I composed it)
So the point of the game, is not to lose all of your islands. Dying just makes you lose some time, and while you’re respawning, islands shrink. So, basically, you lose when there is nothing to stand on.
About balance issues, yes, I completely agree. To fix this, I think, we can make “Less land - more pickups” mechanic, or something like that.
I loved the art style and the concept. I enjoyed playing this heaps however I do think it needs more balance because too often I was in situations where I just couldn't do anything but wait until I died, I could just be trash though. I loved the transitions between levels and the UI was super clean. Overall great game.
Визуал хороший и звуки тоже только не совсем понял как работает поле\\The visual design is good, and the soundtrack is good too, but I didn't quite understand how this field works
Спасибо! Острова уменьшаются со временем и если все совсем исчезнут - ты проиграешь. Оружие в этой игре нужно не только для того, чтобы бить мобов, а еще и для увеличения территории. Когда твои пули пролетают над островом, они увеличиваются. Когда вражеские пули пролетают над островом, они уменьшаются. В меню есть небольшой туториал, там про это написано.
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