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DO(N'T) DIE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Feel | #130 | 3.500 | 3.500 |
Overall | #247 | 3.250 | 3.250 |
Theme | #266 | 3.250 | 3.250 |
Innovation | #336 | 2.750 | 2.750 |
Aesthetics | #356 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
Most every aspect of the game has dual purpose.
* Title Screen both introduces the game, and demonstrates the mechanics, then gives the player the chance to try them to move onto the real game.
* MULTI Bar acts as incentive, increases score multiplier, increases enemy speed and spawn rate, and explodes points on death, more per MUTLI.
* Death acts as both an incentive, to earn points from MULTI, and detractor, killing your MULTI Bar. It also slows the game and gives the player a chance to breathe.
* Dashing enables a shield, moves the player, destroys enemy targets, and attracts drops during death mode.
Third-party resources
* Engine: Game Maker Studio 2; I have a Commercial Desktop License
* Music Track: http://freemusicarchive.org/music/RoccoW/~/Ideetje_extended License: http://freemusicarchive.org/music/RoccoW/~/Ideetje_extended
Contributors
This was Solo developed and tested, so Steve Matthews for all.
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Comments
Nice concept! I included it in my Game Maker Toolkit’s Game Jam compilation video series, if you’d like to take a look. :)
Nice action, but I'm not sure if the lag between dashing is intentional as it makes it quite hard to control. Not sure what was death mode all about too.
So I found a cheaty way of playing the game. If you put it full screen, you can zip back and forth where the enemies dont spawn. It felt good to play, but I think I would've taken a couple frames off the cool down of your dash.
I like the dash mechanic. It feels really good, especially when lining up a perfect combo on the enemies that split into four. I would like to see more variety in enemies though.