Fun little game! I included it in my Open Jam 2018 compilation video series, if you’d like to take a look. :)
Play game
Spamality!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #6 | 3.933 | 3.933 |
Overall | #8 | 3.467 | 3.467 |
Graphics | #8 | 3.600 | 3.600 |
Fun | #8 | 3.200 | 3.200 |
Humor | #21 | 2.000 | 2.000 |
Mood | #22 | 2.600 | 2.600 |
Audio | #24 | 2.533 | 2.533 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code
https://github.com/liquid600pgm/spamality
Tools used
Love2D https://love2d.org/
Atom https://atom.io/
Aseprite https://www.aseprite.org/
Bfxr https://www.bfxr.net/
Comments
Great game, i liked the game art and the controls were very good. The lack of music was a con for me, but i still enjoyed it.
Loved the game! Please keep the updates rolling... AI needs to improve. I thought I could exploit the attack as it was based only on the number of clicks, but that failed too XD. Couldn't get past WAVE 8.
Of course I will update the game! I'm currently working on a bigger rewrite, that's why there's no news and stuff. Anyways, I'll improve the AI, so it uses the A* algorithm instead of this "follow the player, bounce off of walls" thing, I didn't have time to do that during the jam. Also I'll try to fix the exploit (because it is possible) in some update. Thanks for your feedback!
Juicy! Feels good. Oh man, though, my hand can only play this game a few times in a row before it begs me to stop. I know, with the theme, you couldn't make it hold-down-to-fire, so you're a bit stuck. Maybe there could be different levels with different weapons, some could have a cooldown to fire, or you could hold to charge up like Samus? Or you could lead the zombies into traps. You'd stray from the theme, but I think it would make for a better user experience. Overall, I like it! Will you update it post-jam? How do you like working with Love2D? I did a couple small projects but never got into it.
Thank you for all the suggestions! I'm actually planning to several post-jam updates right now I'm working on a better map save format for the engine (the current one's text based, which makes level editing terrible). After this update, new levels will be added for sure. As for the new weapons, I actually had the hold-to-fire idea in my mind for a second, but then scrapped it – it just felt too overpowered. The trap idea is really good though, I'll look into making the AI better to support this – first of all though, a bigger arena would be pretty much a necessity, so I'm gonna work on the maps first. I absolutely love (no pun intended) working with Love2D, it's an amazing framework, as it makes making pixel games like this much easier than the HTML5 Canvas I've worked with before. OOP in Lua is a pain though, I'll have to add some easier-to-use, more refactoring-friendly solution to the engine. Thanks for your feedback!
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