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Revolution Road's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #8 | 4.071 | 4.071 |
Controls | #11 | 3.679 | 3.679 |
Overall | #13 | 3.768 | 3.768 |
Graphics | #19 | 3.893 | 3.893 |
Originality | #24 | 3.821 | 3.821 |
Theme | #25 | 3.964 | 3.964 |
Audio | #30 | 3.179 | 3.179 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
2
Source
Nah
Game Description
Rogue-like with human-chain-of-death
Discord Username
EOYZ2003
Participation Level (GWJ)
1st Time good sir
Jam Time
4th
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Comments
Enjoyed playing the game. Especially when swithching between characters with different attacks.
Thanks for playing! Glad you liked it :D
Very cool game. I agree with david that the grenade guy is great :) The mechanic was very original! One issue I had was that when getting teammates, I often thought they were enemies and didn't understand why I couldn't kill them. Great work!
Yeah some of my friends told me that as well, should have maybe had diff shapes for enemies and allies ;- ; Glad you like it tho! Thanks for playing :D
I had that issue at first too, but realized enemies had health bars and friends you hadn't picked up yet didn't.
I really enjoyed this one! I love the mechanic that switching characters changed weapons. Great job getting procedural generation in there. The art was fun too. I especially like the explosions. The grenade guy is clearly the best. :-)
Hehe yes who doesn't like explosions :D Thanks for playing boss, procedural generation is kinda sloppy but glad you liked it :D
Great game! Nice simple game that was fun to play.
Thanks for playing! Glad you liked it :D
Really enjoyed this game. I'd make a suggestion of you teammates having a different color health bar to the enemies but, it looks like you were using a limited pallet so I'm not sure you'd be able to. Liked the rock paper scissors aspect of the weapons and characters. Well done.
I was trying to make the game monochromatic, cus I heard it made things like stand out more. I don't think I did it right though ;-; Thanks for playing anyways! Glad you liked it :D
Well it looks great. You did a limited monochromatic pallet well.
I love the way your followers move, as well as the simplicity. There were small hiccups when entering a room, but that may just be my browser.
Oh that is probably bad coding on my side, the room spawning isn't done very well ;-; Glad you still liked it though :D
By me walking toward the wall , I could create a deathball of shooters. I love creating Protoss deathball army in Starcraft! I wish the queue companion could shoot as well simultaneously with the leader instead of just acting like a meat shield. That would ruin the game balance but I wish they’d die for some more meaning - But I just can‘t think of any better alternatives they should do, So let them be meat shields 😂
A mutation of Snakes, Nicely executed, This game is a piece of art
makes me think of a 2013 mobile game:
https://www.theverge.com/2013/3/28/4155302/nimble-quest-is-part-snake-part-retro-rpg
Didn't think there was another similar game haha. Glad you liked it, I have been trying to think of something other than meat shields for a while now but the only thing I can think of was this mechanic from another game where the followers produced the ammo for the player. Other than that thanks for playing!
Very cool! I ended up keeling over in room 25. The paper/scissors/rock enemy design was nice, and I liked the visuals a lot.
Why thank you kind sir! Yeah the rock paper scissor design I think makes the game really come together, without it it would be far too boring. Glad you liked it! :D
Choo-choo! The rebel train is here!
How did you code the queue of rebels? I really liked how it played out, it forces a distinct strategy to "preserve your reserves".
Also, the mechanic of swapping to allow for different advantages was great!
The queue was created by saving the position of the player character when it moves to an array in its parent, all those in the queue then access the array in the parent at a larger index (I used intervals of 20) to set their own positions :D Thanks for playing, glad you liked it.
nice! I hope to try and implement it one day! Thanks for explaining!
The art style is really pleasant, even if the music wasn't as nice to listen to. I liked the concept a lot, and discovering how to use the different characters made for some fun gameplay. That was kind of offset by how unbalanced they all the abilities were, and how having so many characters moving around could make it hard to keep track of what was happening
I see, so the music needs some work. I guess I need to work on making it clearer to the player what is happening. Thanks for playing! :D
of course! I still enjoyed it a lot
I like the color palette of the game and the simple character design, but (except for the ninja), they were not easily recognizable: it took me a while to get the one I wanted when I managed to have a lot of them. The rooms were quite empty and a bit too linear in general (I have the same problem in my game), but my main issue is with the main concept of the game itself. Having a lot of characters in a snake-like fashion, despite looking cool, it's kinda useless when you can use just one of them while the others just stand still getting shot. To make it work a bit better, the rooms should have been much bigger, in order to give the player at least the possibility to dodge the attacks more easily. I managed to arrive to the boss room using always the same character, but by that time most of the group was already dead. On a last note, the weapons are a bit too unbalanced in my opinion, and the arc-trajectory of the grenades made me think that they could overcome the walls. On a last note on the last note, to be really picky I don't think that the game can be classified as a roguelike.
The idea is really solid and with some polish it could be a great base for a great game, you should keep working on this, good job!
I agree with most of these points. The ninja does feel a bit off as compared to the rest of the group and also I kinda realised while play testing that they all looked kinda similar (Should have changed that but I may have deleted my piskel files ;-;) I also didn't have enough time or creative juice to think of a cool way to make use of the snake mechanic, at first I was going to make all characters shoot but I wasn't really experienced with AI yet and working on AI alongside procedural generation felt a bit daunting to me (it isn't even legit procedural generation as you said, its a really simple workaround) The grenade used to go over walls but this made players play far too passively, just hiding behind walls and lobbing grenades over.
Thanks for playing anyways!
Now that I think of it (even if it may be a bit too OP) instead of using AI to make the rest of the group shoot autonomously, why not make them all shoot towards the mouse too?
The grenades would have been too powerful if they worked like that, I agree. Maybe you could switch them with rockets, it would feel less counterintuitive.
Wait how did I not think of this. This is great idea, both the rockets and the shooting to the mouse. Thanks for the idea buddy. Love your feedback. I must have rushed too much and immediately scraped the idea of having the followers shoot. Thankf buddy lova ya. No homo. Will update after my exams. :D
The best one I've played out of this jam so far! It's original, simple, engaging and really fun to play.
Why thank you! Really glad you liked the game! :D
Yay, I made it to the boss! Nice mechanics that remind me a bit of snake and a lot of fun. It's a bit long to get to the boss but I think with some more room variations and maybe having some branching paths and this would be a very nice roguelike!
I wanted to make branching paths but it took me so long to just implement this basic room spawning mechanic that I scraped that. Definitely try it the next time I make a rogue like. Glad you liked it! :D
So far, it's my favorite game of the jam ! It's fun, challenging and has its identity already. The only things that bothered me a little were the lack of an icon showing what was gonna be the next weapon (like in Tetris for example) and it is maybe a little frustrative when you're in a room with the bad weapons, but hey, it was my fault my fellow soldiers died. Prob gonna play it again after i'm done testing the subs ! Thanks for the game :)
Ah how did I not think of that UI element. I knew something was off so I tried making the cross hair different for each weapon, but damn your idea is so much better. Thanks for the suggestion, glad you liked it good sir
Interesting mechanic and I like the graphical theme. I've yet to make it to boss I see in the screenshot, but I'm going to try again :-)
Some of my friends (aka the game testers) have told me that the path to the boss was a bit hard. It takes 25 levels to get there and the last few levels are punishing so yeah, the difficulty curve might be too steep ;-; Glad you liked it though. Thanks for playing.
I survived up to level 23.
I really like the visuals. I think as I continued to grow my team, it got more difficult to try and keep them alive, since they follow my every move.
Also, I didn't really find myself to play that the demolition class, as some of the levels were very close quarters.
Yeah some levels were a bit cramp. Probably should have spent more time levels designing. Oh well, lessons for another time. You are like 2 levels from the boss fight btw haha. (Not that the boss fight is any easier than any of the levels *Evil cackle into the distance*)
Great game!
Why thank you good sir :D