Play GOOM
GOOM's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Would you recommend this to others to try out? | #43 | 3.500 | 3.500 |
Is this just spam? | #51 | 4.000 | 4.000 |
How much effort went into this? (keep in mind newcomers) | #52 | 3.875 | 3.875 |
Overall | #60 | 3.650 | 3.650 |
Was this entry made during the jam duration? | #61 | 4.500 | 4.500 |
Does it implement the theme well? | #87 | 2.375 | 2.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fun game, nice work! I liked the difficulty balance, very easily to suddenly find you're nearly out of energy but there's generous amount of health pickups if you can get back to them. I couldn't work out if something odd is going on with the bullets - I felt like the occasional bullet was much faster than normal but couldn't really be sure. I did get stuck at one point, collided quite fast with the corner of a wall and then I couldn't move away, just rotate on the spot.
Cool game! I especially enjoyed the last level - exploring around to find all the switches was fun. Nice work on the submission!
this was really fun! the third level is where things really begin to get interesting. being able to shoot through walls is a very useful crutch. i think it's awesome you included a level creator as well. i hope you add a way to lock the mouse cursor in the window! i kept getting into it and accidentally selecting outside the window x'(
thanks so much for playing so far! :) I realized after the fact that clicking outside of the grid causes an error D: thanks again for playing
Very cool; however, how did you implement the enemy ai / the ability to save and load levels from the editor?
Thanks a lot! The Enemy AI is really simple. Each enemy is either in a pursuing, idle or attacking state depending on how far away they are from the player. The specific distance numbers are random for each enemy.
For the level loading, I have a Grid structure that houses a bunch of Cell structs. I then simply pipe the cells into a file and retrieve them by loading them back into that grid. From there, I just render them in the egine.
Thanks for trying it out!
Oh thanks for answering I always struggled making ai in games. I've been recently working on a way of standardizing it with a decision tree approach so it's more manageable but also having different states is an interesting idea as well!