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Overthrow!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #46 | 3.944 | 4.714 |
Overall polish | #102 | 3.705 | 4.429 |
Overall | #113 | 3.626 | 4.333 |
Creative use of art assets | #236 | 3.227 | 3.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Extremely engaging, fun and well-polished game. I love moving from cover to cover as I try to approach my enemies. The breakable cover and different enemies varied my approach, as I found peeking a shotgunner at close range was not ideal, or having shield guys in the way would mean trouble; all of this makes it more engaging to reposition and maneuver around to gain an advantage, which is I believe this game really nailed the core concept of gunfights. When I died, I didn’t feel frustrated at all because of the fast respawn time, and because of the good gunplay mechanics, failure encouraged me to think of my pacing and approach to the level. Very good job on that. The sound effects and knockback when the bullet hits is satisfying. Boss fight was really cool too. I guess the only criticism I have is to have some smarter enemies that move around and try to out maneuver you too. It doesn’t have to be good AI, for example, the shield enemy was a great addition to tone down brute-forcing. I knew exactly how to kill the shield, but there are other enemies disrupting me from doing the one-two bullet juke, so that is one great way to make me rethink my approach. I would love to see more situations that enable this kind of back-and-forth analysis of the situation. All in all, I had great fun for the entire game. Definitely one of the best shooters I’ve played in this jam. Excellent work!
you’re actually the first person I’ve seen that actually liked the shield enemies XD
But yeah, some people were mentioning how I could do simple movements at least which is probably what I should have done.
Thanks for the feedback! :)
Amazing. Really meaty physics, controls are super tight, the immediate restart helps with the difficulty curve that sometimes feels more like a straight vertical line, and it even has a final boss. Superb. Loved it.
The one thing I always tend to keep from game to game is that immediate restart. I don't like to point out the player's death as it gets repetitive and annoying (this even applies to my only rage game I've made "Green Boi"). Instead, to make the player feel like it wasn't actually as bad as it was I restart immediately to give them their next chance. Smooth, fast, and straight to the point. :)
this was really enjoyable I wish the normal enemies where moving tho , the whole game until the boss is very static .
well polished tho , i like the screen transition very much , also the final boss took me a few tries
keep up the great work
*Sigh* I really, REALLY, tried to make moving enemies in the beginning but my lack of AI knowledge didn't help the fact that if I added movement it'd be either too easy or annoying to fight them. But, I at least tried to make moving enemies. The king was easier though since he has several anchor points to work with. :)
I love how juicy the game feels, it's relatively simple but the squishing and transitions felt really smooth and fitted in nicely. The shield enemies were a bit frustrating though, wasn't really sure how to actually kill them rather than pure luck.
You know what? You're totally right, I can't believe I didn't think of that!
Very Good. I would put some upgrade shop to make use of all those gems.
Solid game!
Maybe make the player a little different so it can be differenciated from the enemies, I found myself repeatedly dying at the start of levels trying to figure out where i was :p