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Wrong Neighborhood's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #16 | 3.250 | 3.250 |
Concept | #31 | 3.125 | 3.125 |
Overall | #35 | 2.906 | 2.906 |
Use of the Limitation | #36 | 2.750 | 2.750 |
Presentation | #51 | 2.500 | 2.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
me
Software used
Phaser 3, VS Code, LibreSprite, Gimp, Audiotonic
Use of the limitation
milli seconds passed are used as a resource to summon units.
Cookies eaten
7
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Comments
Crazy game, but I enjoyed it. I was initially confused because I couldn’t find the units I was spawning, and then it took me some time to realize there were enemy spawners to destroy.
Really cool concept, only thing I think is missing is some kind of score/result at the end. Awesome job man, I love summoning mobs and sending them to do my bidding
That was a weird game that was oddly satisfying. Check out my live review at https://www.twitch.tv/scalphamission
Woah, you weren't kidding, this really is the wrong neighborhood! Fun game!
I had a really good time with this! I replayed it a few times after winning, it's honestly just really fun to fill the screen with units and watch them blast those nasty dudes.
Great use of the limitation, I love how literal it is and it meshes perfectly with the genre of your game.
Also, I love the face on the bus. I like to think that, at first, he's afraid of the baddies shooting him, but by the end he's horrified at the decimation I'm dealing to this neighborhood.
What a fun game, so intense. The aesthetic is not my style, but it is different from what is usually seen in jams, which is always good. Good job.
I like the way you used the limitation! The gameplay was very rewarding, yet I do have to say I didn't know what to do at first. We have a guide at the beginning, but I feel it should've been more fleshed out (unless this game was meant to be learning by trial and error, then it's great). So overall, very great and very rewarding!
Unique take on the limitation! The gameplay was really intense too! I do recommend focusing on clarity and art for your next few projects.
It was a bit unclear on what to do and how to do it. I feel like the gameplay should have only relied on one button, as it would probably be more simple to play. Also, while this might not have happened due to time constraints, I feel like the different gunners should have different corosponding sprites, as polish.
The art, to put it lightly, isn't the best. The colors also look muddy and dirty in a way (might have been intended), and it gave me mspaint vibes (especially the bus), and I don't think you should strive for that in most situations. I recommend going to Lospec and finding a color pallete that you like, and using it as a base for your pixel art. You would be surprised to see how it could improve your art.
Other than that, great job!
Thank you so much for the feedback! Yes I should probably be clarifying the objective of the games that I make instead of throwing the player into the action and hope they figure out the rest.
Regarding the complexity of the gameplay, the initial idea I had was to make a very simple auto-battler with just summoning buttons. But then I thought what if I make some kind of RTS? And there I started over scoping and implemented camera movement, unit selection and all that stuff. Definitely should have kept it simple, but it was fun experimenting with these mechanics.
As for the art, I am just trash at art =D that is my weakness and I really appreciate every feedback on how to improve. I could just grab some good free assets from anywhere and use them, but I actually enjoy drawing stuff even though I am very bad at it. Hopefully, I will get better by practicing more. That Lospec site will come in handy.
Thanks again for the valuable feedback!!
What an intense game. I was spamming for my life hahaha. Very fun, nice work!
Well, if anything, it shows that whatever you call your unobtanium in your RTS, it essentially boils down to just time :D
You went above and beyond with the limitation on this one. I really loved controlling an army of little dudes and the effects were satisfying :).
My only critique is the diffuculity; I ended up with hundreds of riffle dudes and the enemies could barely spawn :0
Glad you enjoyed it! Yes I couldn't figure out how to properly balance the damages and enemy spawn rate. A good approach might have been that every time you destroy an enemy building, the spawn rate increases. But yeah I got lazy at the end and just made it easier with the low unit cost =D. Thanks for playing!