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Xenon Fighter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4 | 2.000 | 2.000 |
Overall | #6 | 1.000 | 1.000 |
Gameplay | #6 | 1.000 | 1.000 |
Caravan-Likeness | #6 | 1.000 | 1.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- -Typical euroshmup, oof. Just the name that either sounds like a noble gas or an antidepressant says it all already -Great visuals and music, but that's about it. Once again, typical of euro/Amiga shmup -Stage design is abysmal, just boring copy pasted enemies from the top all moving in a linear fashion and shooting static bullets downwards that push players to not even interact with the enemies since the main place they can be shot at is the only place that can be dangerous for the player...at least if it weren't for buggy bullet hitboxes. -Bullet hitboxes are offset to the right and possibly way bigger than the sprite. As a result, hugging the left edge of the screen is a free win, but being anywhere else makes every bullet a giant unreliable hazard that makes thin air kill you. This game seemingly has never been properly playtested because that is not an obscure glitch -Player firing rate is atrocious. At least holding the mouse button works and mashing doesn't generate shots faster so that sorta alleviates the possible issue of clicking outside of the screen due to no fullscreen -Boss has zero attacks (maybe for the better since bullet hitboxes are buggy) and mega bloated health Not a fun game. Game jam context with tight deadlines is one thing, but the enemy behavior and level design here can't be justified by it. You want to check out design shmup resources like the Shmup Workshop : https://www.youtube.com/playlist?list=PLj_fo4j9ZtOlW8jUPFG-zlONynlI0ycnu as to get a better idea of what makes actual fun shmups
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