Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Dual VisionView game page

Submitted by l_m1k1_l — 12 hours, 46 minutes before the deadline
Add to collection

Play game

Dual Vision's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#293.5003.500
Audio/Sound Design#442.6882.688
Gameplay/Fun#482.5632.563
Overall#542.6092.609
Art Style/Visuals#781.6881.688

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine / Tools
Unity

How does your game fit the theme?
You can switch between two views: side and top

Self-made & used stuff

Assets (e.g. free or owned)

Leave a comment

Log in with itch.io to leave a comment.

Comments

HostSubmitted(+1)

Nice wave defense concept with two different perspectives! It took me a bit of time to get used to when to switch and which enemies I could hit, even with the tutorial. But once I got the hang of it, it was fun shooting and trying to survive.

The game gets hectic pretty quickly, but that adds to the challenge. The theme was incorporated, and the colors were used as well. Graphically, it’s simple, but the use of perspectives gave it a stylish touch.

The music fit well with the action, and adding some sound effects and visual effects could further polish the experience.

A solid execution which just needs some extra polish for even more fun—good work! 😊

Submitted(+1)

Great concept having to place yourself correctly using 2 different views. Fits in well with the gamejam, I would let the wave system grow a bit less fast to get player get a bit more used to the game but that is the only downside i saw

Submitted(+1)

Interesting core mechanic, this is a great concept that with some more polish could be a really fun game. The tutorial accessible from the main menu is a useful addition. Some visual feedback when an enemy is hit would improve the combat, both making it more satisfying to play and conveying to the player that their shots are doing damage. Great work!

Submitted (1 edit) (+1)

This is a game I really wanted to enjoy more but it almost seemed better on paper than in practice. But hey, that's what jams are for, experimenting around. Having two views at once was functional and the programming must have been pretty intense for it to work as well as it does. Unfortunately, the aiming just doesn't lend itself very well. I can think of two band-aid solutions for a future release:

1. Add a secondary weapon with homing which has limited bullets before needing to reload, so the first weapon is still useful.
2. Increase the hitbox leniency for the player.

Since you asked for scores, I got eight waves in and around 400 points.

Submitted (1 edit) (+1)

I loved the utilization of both of the views! It took me re-scanning the tutorial to learn how to kill the blue enemies-though that is the point of a tutorial, lol. I noticed half of the enemies exploded, I think it would be cool if the enemies could blow up other enemies! I found it pretty difficult to dodge the bullets at first, then I noticed I constantly needed to be moving away, which I found to be pretty demanding past level 2. After becoming acquainted with the game, my max score was 325. I will say that control scheme was quite comfortable for me, and that's coming from someone who prefers arrowkeys lol. I appreciated the overhead view while in 2d in the corner as well. Default Unity shapes/10

Developer

I actually thought I had implemented enemies blowing up other enemies, but I just checked my code and realized I didn’t, lol. Probably because I always worked on this late at night. And I wanted to ask what did you mean by "Default Unity shapes/10"?

Submitted(+1)

It's something I've been adding at the end of everyone's reviews. "Frisbee halo/10, Default unity shapes/10, Talking squirrel? /10". Think of it as a final remark or the "PS" parts at the bottom of an email

Submitted(+1)

I really appreciate the tutorial! It still didn't take away the panic when I started playing but not feeling clueless like for some of other entries is definitely a plus.

Submitted (1 edit) (+1)

Took me a minute to understand. Interesting concept but for me hard to get into the action fast - which I would love to do. But I think this is mostly a tweaking issue.

Ie you could let them be stationary or keep their distance from the player. They are range enemies - there is no need to rush the player. This would make the game a little easier. You could also start with only red, then only blue, and then start combining these. You could also add green melee units as well as power-ups. A level system could bring it closer to vampire survivors in 3d and split view. 

These are just some ideas of what you can do to make your game more accessible. Anyway - great job! 

*edit btw when switching you lose one view of the game.  That results in one playing only one view and using it mostly.  Try some benefits to the second view like aim lines or something like this. With more information the player can do more decisions

Submitted(+1)

Took me a bit to understand, but once I got it it was a  lot of fun!

Its tricky having to look back and forth between the two views and figure out where the enemies actually are. I liked switching to top down when there were a lot of enemies, because it was easier to dodge shots.

Good game!