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A jam submission

Shoot Em Down With Fifty Rounds (V0.9.5)View game page

improvement of 2020 project for game jam
Submitted by CalicoDragonStudio — 5 hours, 43 minutes before the deadline
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Shoot Em Down With Fifty Rounds (V0.9.5)'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#72.5002.500
Overall#82.5002.500
Visuals(Graphics)#82.5002.500
Sound/Audio#92.0002.000
User Interface (UI/UX)#102.0002.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://docs.google.com/document/d/11paVgYfuys5Zw5qiOiAnsFAk3PGM1VRJdYznspFCL0Y/edit?usp=sharing

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Comments

Submitted

The game looks promising. Congrats! I played until wave 11 and I was having a lot of fun. I think the momentum of the main character is way too high. Sometimes it seemed like I was doing ice-skating.

The downloads say “win-linux-mac” but I couldn’t find the Linux version. I played the Windows version using Wine and I was more or less OK.

Developer

Thanks for trying out my game! I just pushed version 0.9.3 of the game which fixes a couple of bugs within the game. I'm still pretty new to figuring out builds with Unity and I don't have Mac or Linux devices to test them. However, I included separate folders for the Linux and Mac versions this time so hopefully, it works now! I appreciate you for notifying me about this and please let me know if it still doesn't work.

Also, I will take the player's speed into account. I'm still messing with enemy and tower mechanics and have been thinking of speeding the enemies up to pressure the player more as I am trying to go for a fast-paced gameplay. However, I do agree that the player is pretty fast though (I had to make the bullets go a lot faster because the player was outrunning them at one point!). 

Thanks again for your feedback!

Submitted (1 edit)

Shooter/tower defense hybrid, nice!

Core gameplay felt fun running around the map shooting chibi monsters while placing towers, cute graphics (really nice protagonist sprite rotating), catchy music, but found what felt like some bugs:

-Not sure if I was really good at dodging but my character's healh never dropped, although towers could be damaged and would go down.

-In the "Help" section it says the Shield icons are supposed to repair stuff but they didn't seem to do anythin, damaged towers HP didn't go back up.

-Eventually when reaching Wave 12 it said it was gonna loop with increased difficulty but then no enemies spawned and it just said the Wave was over and advanced to the next one, kept repeating for several Waves.

Now for a more personal suggestion, some kind of lore fluff would be nice. Doesn't need anything to be super-deep, but even an initial intro screen with "Mighty Bob must stop the evil slime+bat alliance from destroying the ancient crystal artifact" would improve the game further.

Good work!

Developer (1 edit)

Hey thanks for playing my game!

-I went back to test and the player does lose health. However sometimes  the bats attacks don't register properly. They still need some work as I've noticed they are a little buggy and sometimes lunge at nothing (Slime and Giant Slime should do damage though). It could possibly be because all of the enemies are pretty easy to dodge right now and you may have not got hit directly. I think this will be more apparent if I had stronger enemies or buff the current ones.
-The shield only heals the main base, not the towers. I plan on implementing a new pickup that will repair towers health by some amount in a future release.
-You are right about the wave not looping correctly. I edited the wave system to allow multiple enemy types in one wave as opposed to only one. However I did this in the last hours of the Jam and didn't realize this bug. Thanks for pointing it out. I will make this a focus on the next release.
-That is a great idea! I agree that the game is definitely missing some story/lore  and instructions on how to play. This became very apparent to me while testing other people's game during this jam and is something I will definitely try to incorporate once I flesh out some of the other core game mechanics.

Thanks again for your time and feedback!