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Outbreak's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1003 | 3.872 | 3.872 |
Enjoyment | #1556 | 3.319 | 3.319 |
Overall | #1690 | 3.426 | 3.426 |
Creativity | #3173 | 3.085 | 3.085 |
Ranked from 47 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?
In this game, a tiny monster you control eat and grow until it's big enough to consume a whole army
Development Time
Comments
The art style is extremely nice!! The gameplay was alright in the beginning, I must admit I wasn't over the moon... that being said, the moment I scaled up *once*, the fun turly began. Wow was it nice to eat that many people at once. The mouth animation was super cool too. I always love it when games get super chaotic and this one did NOT let me down! Great work!
This is probably the best looking game I've seen until now in this Jam. The only downside I see is that after consuming and enemy, the player is almost static and feels too slow to play.
Got to 5471 ! Looks like ape out but as an alien. I had fun.
I feel like the movement could be smoother, and going from big to small kinda makes it hard to go to stealth again, because there's a lot of dudes around you.
That score is higher than most of us, you would be at the top of the leaderboards if we actually had one. When you go from big to small you can actually choose a direction to launch towards, but that windows was not indicated clearly enough so most players didn't notice it at all. Thank you for playing our game <3
First of all I really love the red palette you've used for the artwork. The game is fun, it gives you the satisfaction of chomping & squashing enemies. Only thing that bothered me a bit was the controls, otherwise fun gun
I'm so impressed with this! Great gameplay, great concept, and great presentation.
Having a stealth element combined with the monster killing process was great. I also liked the way the shadows were done, both offering a way to hide from the enemies and a way to obstruct your own view. It really felt like I was stalking them. Also, having the attack jump forward means that I almost always landed attacks I tried, and it can serve as a getting away mechanism as well.
The bigger phase was less fun, as it was essentially just mindlessly spamming attacks and seemingly infinite armies. I would have liked to see it scale up slower and maintain some form of stealth, or at least some way to defend yourself against the enemies other than just attacking.
Also, and this might just be a preference thing, I wonder if a slower pace (for the first phase, I mean) would have helped build the tension and the feeling of stalking prey.
But anyway, loved this; absolutely incredible work. Well done!
We argued a lot when balancing the kill requirements for the transformation, and decided to keep it at 5 kills instead of 10, because we thought dragging out the time players spend on the first phase might make the game become boring since there is not enough activity or enemy variants to engage with. Thank you for enjoying the game, it means a lot to us.
I like when you get supersized and just get to rampage over everyone! Very fun and high quality game. Super impressive for the time limit!
A really interesting take on the Katamari formula, in a really nice 2d artstyle. Loved it.
Fantastic style and the gameplay is top tier. Good play on the theme too. My favorite submission so far! Great job
Really polished, fantastic style, fun, challenging, makes me feel I should go do other stuff but... just need one more try first! Great game, my only criticism would be that maybe it feels a bit "floaty"... tighter controls would make you feel more nimble and in control, "meatier".
I'm a sucker for an amazing thumbnail, but it also make me a bit afraid. Sometimes the thumbnail is amazing, but the game does not deliver. It is not the case here. Great tut, great art and clever approach mixing arena + stealth.
The best part? Scaling....damn I loved that.
It would be better if there was mutiple stages and you will scale up gradually. But it's still really fun to just annihilate all of the soldiers whenever you turn big lol.
The little squid-"thwip" attack is so satisfying, and with the enemy sight lines this became a fun risk/reward balance. My one suggestion - I'd like to keep my momentum when I get an enemy and maybe have a bit of screenshake, instead of stopping still-- so I can keep moving on my plan. Very fun overall, nicely done!
Love the design of the map! It's super unique and immersive, also extremely satisfying squashing everyone in the larger form :D
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