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PROJECT Radioactive's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4320 | 2.121 | 3.000 |
Enjoyment | #4720 | 1.818 | 2.571 |
Overall | #5029 | 1.818 | 2.571 |
Creativity | #5661 | 1.515 | 2.143 |
Ranked from 7 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?
randomized HP, and damage, also enemy movement
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
Now that I have tried shooting, a little complement (things I discovered right now):
So, I was half right about the unfinishness. There is still a lot of graphics and other things done, this could go somewhere. :)
yes, I was hoping no one would discover that bug with the menu, that was somthing an inexperienced dev like me couldn't find a way to iron out in the time period, however now that I look back on it, it was a simple fix that i just missed due to time pressure. That escape menu was added as a last 10 minutes thing, suggested by a friend who playtested it before submission
However I have not seen the bug before, and neither has the playtester.... i think it was a camera bug, as i was running a custom build camera design, so i definitely has some flaws. how did you exactly manage it?
The start menu had a lot of time put in though, I'm really glad you enjoyed it, as it was my first time working with any form of ui
I really do appreciate the replay, although it was short, I tried to include story elements for the player to investigate... And I do really appreciate the feedback!
Thank you
I guess this is kind of a theorem that when enough people play a game, they eventually discover all of its bugs. ( ͡° ͜ʖ ͡°)
I could not tell exactly, but I was getting some hard action from a lot of enemies and jumping and firing a lot when it happened. It may have been triggered when I jumped into a wall or an enemy, but I am really unsure… Sorry I did not film the sequence! ._.
Sweet. :) Too bad many hurried players do not give much attention to details…
Tip: keep the skeleton of your code for the menu as a ‘template’ for later reuse! I know I reused mine from my previous game, as the basis for the menus tend to take me much time for mere classic functionality. :)
Noticed! ;) Don’t hesitate to expand your game into a full one (even small), with a full story. :)
no filming needed, I'm sure I'll find it eventually, with some digging😂
I'm already working on implementing the base skeleton of the menu into my main game I'm working on...without the menu overlap bug👍
I might continue it as a side project, however right now my main focus is on a really lore heavy platformer with some interesting crafting mechanics 😉
Great! :)
By the way, I have a (big) personal project too, for which I have written down a ginormous lot of notes and have many ideas (it would be a puzzle/reflection game, and I think the core mechanics are very original, or so I hope), but I still have to decide what tools to use (I was thinking MonoGame because it should be part 3D, but I have come to the conclusion that OOP is ‘evil’, although I guess I could manage to skip OOP and use my own entity-component system (ECS) in it), and I don’t want to blunder seeing its rather wide scope!
Good luck on yours, I may take a look. :) I will write it down, there are so many things to see!
yeah absolutely!
I use unreal for my projects, as you can probably see, but I'm sill getting familiar to 2d ue4, that is certainly a roller coaster, you have to innovate many solutions by yourself which is usually rather scary, as there is little support for 2d within unreal
yeah absolutely!
I use unreal for my projects, as you can probably see, but I'm sill getting familiar to 2d ue4, that is certainly a roller coaster, you have to innovate many solutions by yourself which is usually rather scary, as there is little support for 2d within unreal
Just out of curiosity, when you played this, was it a developer build?
Hey there! (Sorry for the ginormous delay, too many things to do and comments to watch!! :o XD)
I am not sure how to know, but I still have the unarchived folder, whose name is ‘WindowsNoEditor’. Does it answer your question?
oh man lol.... yeah still developer build, I'll fix that soon. Thank you so much for your help, it's been really good!
(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)
controls are QWERTY-only instead of layout-independent, BUT arrow keys are enabled
playability feels nice; except for non-decreasing inertia when jumping: is it on purpose?
visually pleasant
even in-game descriptions!
wall jump allows you to completely climb walls
not sure what the green ‘fire (toxic waste?)’ balls are for; according to the given keys, not usable?
got to the end, apparently
I think this might be unfinished
connection to theme is a bit loose
Conclusion: nice base for a platform game, but not sure about its originality, nor its mechanics
HAHA thank you!
I'm not really sure where this was going either, the important thing was to get something done and submitted
the toxic goo was there to replenish the ammo system in the top left corner.
ah, and you couldn't use them because I forgot to mention that you can click to fire small goo balls to deal damage to enemies....
the connection to the theme was that everything was random, however in game that wasn't very apparent
Thank you so much for the review!
Thanks for your thanks, but you were treated with the faster-than-light last-minute reviewing format, sorry about that! XD
I understand better now. I will try the shooting, just to see. :)