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A jam submission

Cactus warsView game page

Randomly generated cactus fighter
Submitted by Vorblen
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Cactus wars's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#53261.5282.333
Creativity#57471.4182.167
Overall#57531.4182.167
Presentation#58421.3092.000

Ranked from 6 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 weapons are generated by the two adjectives and a noun as a result of the roll of some dice

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

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

Submitted(+1)

looks like nice idea, if you develop it more could be a good game, gg!

Submitted (1 edit) (+1)

The weapon generation is really cool. But it's unfortunate that there is not really a point to use them. I ended up just speed running to get to the end and ignored the cubes and the enemies. At least the movement was floaty and fast.

Developer

Ahh, very true, I'll try to encourage the player to interact with the main mechanics more next year. Thanks for the feedback!

(+1)

Thanks for your submission!

The good:

  • You made a game that works! Congratulations!
  • An FPS is always a nice sight, you don't get them that often in jams.
  • The dice theme is well-established.

The bad:

  • Why am I fighting cacti and why are they moving?
  • I'm not forced to engage with the randomiser cubes if I don't want to.
  • The projectiles don't originate from the centre of the screen as we're used to from other standard FPS.
  • The labyrinth I'm in makes it a bit difficult to tell where I'm going and where I'm supposed to be going.

I'd say it's a solid effort that could use some sort of context or backstory. If you display the difference between weapons more clearly to the player, the randomness will feel more impactful. 

An idea would be to have the cacti just stand around and go full on the speed-angle. Like The Gauntlet from Titanfall 2. It makes sense for cacti not to move and this way it's more speed-runnable. Randomise the weapon once at the start of the gauntlet and then let the player play for the thirty seconds it would take them to complete the game. Do the same thing as TF2 and have the map loop back on itself, so reruns can be done quickly.

All in all it's a workable game that's engaging and has potential. Thanks for participating, I hope we'll see you next year as well, and good luck!

Developer

Thank you for such detailed feedback, it's always appreciated with some well thought out constructive criticism. Can't wait for next year!