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Killer Quadrilaterals's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #647 | 3.481 | 3.481 |
Overall | #1616 | 3.185 | 3.185 |
Creativity | #2098 | 3.111 | 3.111 |
Presentation | #2411 | 2.963 | 2.963 |
Ranked from 27 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?
Every powerup in the game has a chance to either help you or hurt you. You can always choose to ignore the powerup, or you can "roll the dice" and take your chances.
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Great work! Nice polish, I love the quick-thinking to work out exactly how many hits a particular shape is going to need. Fun mechanic that if you miss the bullet will bounce back at you, adding another enemy to keep track of.
Really good job with this addicting reaction game. I really enjoyed it! I love the way you played with the thickness of enemies to try to deceive you whether they are length-wise or not, etc.
Nice work, and good execution!
The "Strong enemies" powerup makes it really risky and hard to go for them XD, died so many times to a rushing long boi or spammed 1 bullet too many and saw my life flash before my eyes :).
Nice little game, There seem to be some glitches when the enemies are killed, and the bullet bounce-back makes it a bit too hard in my opinion, but overall very cool.
The concept is really cool! Great execution. Nice job!
I loved the concept and the execution was pretty great, but some bits could use some polish, like the enemies kind of glitch around when hit. All in all, a clever twist that reminds me of the Undyne battle in Undertale! (Although the powerups could use some work, I LOVED the bullets bounding back!)
Very simple but cool mechanics, great sound design! Overall a really nice game, good job!
Very simple mechanics and design, but a really fun game! I'm not a fan of the "power up" being helpful or hurting. But the game idea has a lot of potential to become great!
I had a lot of fun with this game. I kept replaying trying to unlock hard mode, but I guess the game was hard enough already because I kept losing xD
I really liked how the bullets bounced back at you if you shoot more than the necessary amount, it made me be more careful about how I shot. I also think the music was great, it made it feel like an old arcade game, which I think it could totally be!
Nice! I love the simplicity of this concept and the controls are very smooth and intuitive. The fact that you can shoot yourself is also a really nice touch. Great job!
Really cool game!
Very quick to pick up and learn. Definitely not easy but it goes fast enough that losing doesn't feel too painful because its easy to jump right back into the action.
I would have maybe liked a little more forgiveness in trying to figure out how many hits stringer enemies took giving shootings too many times hurts you (which itself was a great mechanic)
Overall great job!
Loved this game, especially how the bullets came back at you, the simplicity but depth reminded me off Downwell
Thanks! Downwell was definitely the visual inspiration but I'm glad the inspiration can be felt in the mechanics too
Holy shit. I think the other people have totally missed out on how absolutely amazing the mechanics of this game are and how refreshing the take on the theme is. At first, I was dying constantly due to my bullets since I was spamming them, but I had no idea they were bouncing back so I thought the game was bugged. Then, I started seeing bullets hit me and I'm thinking "damn, do the enemies shoot bullets, that's unfair because I can't move..." Then I realized the bullets were mine and bouncing off the walls and I was like "okay, I need to be way more careful with my shots" and then FINALLY I realized I could shoot my bullets. I absolutely loved this mechanic. I would get into these crazy tense situations where I would accidentally shoot one too many shots and before engaging with the next target, shoot a canceling-out shot. This was incredibly engaging since it kind of brought me into a state of flow. It also made phase mode feel soooooooooo good. Talk about addicting mechanisms. Having that variable reinforcement of getting phase bullets feels incredibly rewarding and is essentially the only reason I consistently would select the random powerup.
The aesthetics are so minimalist, but they work perfectly, it's like it was stripped down into the most parsimonious form and served to use to figure out how to enjoy, and I vibe with it completely. The music slaps, the game is super frustrating similar to something like Spelunky, and it just forces you to keep going, especially with the hardmode counter, that was a brilliant addition.
I've played 116 games this jam now and I can say easily that this was the most fun game I've played so far. Well done.
Thank you so much for your response! Really glad you liked it. It helps a lot to see a player's journey with the game - how you initially thought the game functioned, and how your thoughts changed over time - all of it was really enlightening about the whole player experience. So far the reception has been fairly positive, so I'd be more than happy to take the project further and refine it. I think there are fair criticisms of the randomized elements, so those could stand another design pass imo.
Very much appreciated your feedback!
I'd love to see a later version. The criticism I read may be fair, but of course you had to adhere to a jam theme so your design decisions are reasonable. I do think the game would succeed even without them, but I could also see other systems working such as everything have a double-edged effect, e.g. [slower enemies OR phase] + [faster enemies OR strong enemies].
I like the ideas of missed bullets coming back :D
But I really dislike your implementation of the theme. Having powerups being randomly bad just breaks the system for me. This is not really a fun choice to make and might just randomly punish you for nothing
I don't blame you for not vibing with the random powerups. I felt this was going to be a love-it-or-hate-it mechanic, and I feel the team could do with another review of the game's design.
Still, always appreciate having some feedback, and thanks for taking the time to write a response.
That was a lot of - brutal - fun.
I can’t decide if I love or hate the bullets coming back to kill me. It definitely makes it more challenging; but it’s also by far my no. 1 cause of death!
It's an interesting idea to have the bullets shoot back at you and hurt you. I think the randomness system could be expanded upon a bit, but I like all the extra gamemodes and settings you've built within a small time period!
I agree about the randomness. Outside of a jam without a strict theme, I think me and the team could find what works best for the game without having to follow any rules. And thanks for playing! Nice to know the extra options are appreciated
A very nice game with a good concept, I love the fact that when you shoot where there is so ennemies, the bullet reflect and kill you. It's a very polished game, congrats !
Those ricochet bullets are killer. Nice and hectic with an old arcade feel.
I really like how your bullets can come back to you. You can spam and actually have to think about your shots.
Very fun :)
Fun game I like the dificulty.
Thanks, glad the difficulty is appreciated. I like that a lot of people are sticking with the game and playing a few rounds despite the difficulty