Nice minimalist graphics, sound design suits the theme really well, good work!
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Voidvasion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution) | #28 | 4.694 | 4.694 |
Audio | #38 | 3.857 | 3.857 |
Overall | #42 | 4.036 | 4.036 |
Graphics | #52 | 4.020 | 4.020 |
Gameplay | #63 | 3.571 | 3.571 |
Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Good! I like that you need to make up a strategy and plan your defense. However, there are a few things that seem stupid to me. Firstly, there is a too long distance between the void and the position where you can leave an orb. Secondly, playing on the Normal difficulty, I survived for 1:50 when I tried to survive as long as I can, but when I decided to die as fast as possible (and didn't place a single orb), I survived for 1:40 - only a little shorter time! Thirdly, Eclipse is only a bit harder than Normal - I survived for 1:50 on Normal and 1:30 on Eclipse. Except for these issues, the game is well done and can keep the player for a long time!
Thanks for your comment and feedback!
There are at least 2 pixels difference between the void and newly placed orbs. This is intended. I’m not quite sure if I got your point, though.
Actually, it is possible to survive on NORMAL for more than 3 minutes. Note that you can place orbs while the void approaches. However, you cannot have more than 15 orbs at the same time. So to place a new orb, you will need to wait until an orb breaks.
Placing your orbs very close to the void means that they break sooner and therefore you can place new orbs sooner. Utilizing this can help you place 40 or even more orbs during the game.
On the game page are more tips like this.
Also the “difficulties” are more like different “game modes”. I’m sorry that I didn’t communicate that well. That is why I think about renaming NORMAL and HARD to make clearer that those are not difficulties.
Wow this game is very atmospheric :) And the gameplay is super simple but engaging!
If I had to criticize anything then maybe that it’s not quite easy to know where you can actually place orbs… especially while the void is moving….. some kind of (maybe toggleable) overlay with the exact area would be nice :)
The mood of this game is really excellent. Watching the void slowly close in on the orbs with the low hum of the void growing in volume was surprisingly …moving? It’s hard to describe the feeling you’ve managed to create. I also appreciate the amount of strategy that goes into orb placement. On my first try, I could only survive around 2:40. My second try I made it to 2:55, tragically losing my last two orbs during the last 10 seconds.
It seems like a good strategy is to start with your orbs forming as large of an enclosure as possible, and slowly filling in gaps when the void closes in, but I wonder if there are strategies involving more clever use of space. I found my biggest hurdle to be bad subsequent placement of orbs (overcrowding an area after one area had been consumed by the void). There’s a lot of interesting strategy here that I haven’t fully figured out yet. Very cool game, nice job!
Interesting game, I like the feeling it generates, the anxiety of watching the void consume everything while having no power to stop it.
Pretty interesting. Makes me think of the heat death of the universe
Great concept! I really enjoyed placing the orbs and seeing the impending void consume it all, really like how its done. I would have maybe enjoyed it more if there would have been a fast forward button after the first run.
Good job!!
Very cool game. It's quite relaxing to just watch the simulation play out and experiment with different orb positions. I really liked the low rumble sound that starts playing as the void gets closer, very atmospheric. I managed 3:04 and 33 orbs on normal :)
very fun game and amazing concept. love the slow creep of the void !
I absolutely love the look and feel of the game - the ominous background drone and the slow, creeping approach of the void gives a really unsettling feel, and the light given off by the orbs looks fantastic. Appreciate that you've provided details as to how you achieved this in your devlog too, it's always interesting to see the creative ways effects like this can be achieved :)
Gameplay is tense, with long waits between orbs breaking leading me to constantly scan across the screen in the hope of identifying which orbs might fail first.
Nice work! I wish there was a little more story, or motivation to survive longer. Good mechanics, Good sound.
I wish it was more obvious how close I am allowed to place Orbs. It becomes very frustrating to have a free orb, but have no place to put it. Maybe allow the player to place it in the Void, to create a hole, and slow it down - but They loose the orb permanently
I am on the team that submitted Bass Invaders - Give it a try!
Thanks a lot for your feedback!
I also think that this game could be more thematic. It is very abstract. This made it also quite difficult for me to find a theme. What exactly is the void? I will think about this when I polish the game further.
I have already some ideas that could solve the issue with finding positions for orbs.
I just gave Bass Invaders a try.
Amazing. Nice concept, Love the drone music and how it increase with void progress and the lighting.
very cool idea, fantastic for this resolution. Well done!
Really cool! I loved this - really cool embrace of the low resolution. I love how its a simplified TD concept. One request - a fast forward button! Maybe moves the game at 2x or 3x.
Game also looks and sounds great. Just really, really cool. Really inspiring how original it is. Nicely done!
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