I like the theme of the game - resource management is very cool and the game felt very unique among an ocean of similar jam games.
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Energy Ring's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #878 | 3.571 | 3.571 |
Presentation | #1251 | 3.500 | 3.500 |
Overall | #1444 | 3.262 | 3.262 |
Enjoyment | #2369 | 2.714 | 2.714 |
Ranked from 14 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?
You can collect different amounts of dice from the polyhedral dice set, and what you roll from each of these dice will determine the potency of attacks.
Did your team create the vast majority of the art during the 48 hours?
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?
We created the vast majority of the music during the game jam
Comments
I like the idea and the ressource management, but the ui feel a bit clunky, I think it's because you needed 2 click to do an action instead of only one so it was a lot of back and forth in between your dice and your attack. The music and the sfx are really good.
Love the style and idea. I think it could be fleshed out further and turned into a proper semi-idle game.
I played this game for a long time, it was very enticing and it reminded me of the old flash clicker games, but with much more in depth features like the accuracy of the laser and the hp/damage. I will say there are a few things in this game that I could see becoming underused, but this is a game jam game. The art is great, and I love the tutorial not just being a wall of text that you're expected to read on the itch.io page.
Good job making this in 48 hours!
Really fun concept. The UI unfortunately is too inconvenient to navigate and the enemy scaling feels a bit off. First enemies feel almost the same and then close to wave 20 they suddenly become much harder. Otherwise, it's a great entry.
Made it to wave 21! Had to play the tutorial twice before I "got it" but after that I felt like I understood how to play.
I think with a bit better UI design this could be really fun! As it stands it takes 2 clicks to fire/heal/defend/etc and that typically involves moving the mouse all the way down to the bottom of the screen to all the way to the top (or close to it). That's a lot of precise movement that I'm being asked to do while also trying to rotate the ring to track my shots.
I also found that if I clicked on the Fire button while it was on cooldown, it de-selected my current die which meant I had to go back down and select the proper die, wasting valuable time.
Not to mention having to scroll! I barely used the "defend" command because it was so out of the way to reach it. I never used "Stun" for the same reason.
A possible remedy (I think) is to have the 4/6/8/10/12/20 buttons be built into the fire/heal/defend buttons and there should be a separate indicator for how much of that resource you have. That means firing is just one button.
Another remedy would be to bind hotkeys to all of the commands (both selecting dies and fire/heal/etc). That would make it much easier to engage strategically rather than keeping plates spinning.
Really cool idea, would love to see a post-jam build!
Thanks for the feedback! The UI was actually my biggest worry with this game, as I teaching myself how to use Godot's control and vScroll nodes while working on it. I was actually planning on doing what you said about the hotkeys for each dice, but I couldn't get that to work in the time I had. Still, I'm glad to see that you enjoyed it!
Also, fun fact: when you click the fire button while it's on cooldown, it doesn't actually deselect the current die due to a bug lol
The dice icon changes from the selected color to the normal color whenever you click any other button, even if the button is disabled. However, actually deselecting the die only happens when the button's function goes off, so not when a disabled button is pressed. I just find it really funny how I overlooked that.
I had a hard time understanding that I had to buy the dice collectors first before being able to do anything, but once I found out, the game was great !
The mechanics are really deep for a jam game, but it was a bit tedious to have to select a die before each action. I loved having to choose what to upgrade and when to use which part of the ring.
The art and music are also solid, great job !
I like the artstyle and the "Help" introduction made things really clear. More then anything I think the idea has some crazy potential and the execution is not far from that. However at some point I just started firing every weapon all the time and becoming a god. Some more depth or difficulty would improve my enjoyment even more.
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