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White Death's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Implementation | #22 | 2.405 | 3.000 |
Fun/Design | #30 | 1.693 | 2.111 |
Theme/Limitation | #30 | 1.782 | 2.222 |
Music/Sound | #30 | 1.604 | 2.000 |
Graphics/Animation | #31 | 1.693 | 2.111 |
Overall | #31 | 1.835 | 2.289 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
GameMaker Studio 2
How does your game apply the optional theme "break"?
You need to break your enemies into pieces before going to the next level
Which art and audio did you / your team NOT create from scratch?
None
Which art & audio did you / your team create BEFORE the jam started?
None
Which diversifiers did you use, if any?
No diversifiers were used
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Comments
the jump is *way* too weak, I got stuck on the two enemies in a row
I can see the idea of this game but with unbalanced difficulty the game is not fun for me.
As for theme, well both enemies and player breaks for sure.
Challenging game! I included it in my Palette Jam 2 compilation video series, if you’d like to take a look. :)
Haha, Thanks for the inclusion! And thanks for the feedback <3
Throwing the boomerang and destroying the enemies feels very satisfying. But the game's difficulty was way to high for me. So at the end, I quit - being frustrated that I cannot expirience mor of your game.
Thanks for the Feedback! As said on previous comments, i will make sure to make a better learning curve on future version! Again, thanks for the feedback.
This is a really cool concept! There's a lot you can do with the boomerang and teleportation mechanic, and the gameplay does feel pretty good. I had a real 'eureka' moment when I figured out that I could only get past the first tutorial enemy by rushing it, and that trying to dodge shots and snipe enemies at longer distance wasn't going to work.
The graphics are very simple, but honestly I kind of like them. Nothing wrong with an abstract platformer. The sound effects worked well, though having some music would've been cool.
The difficulty was a bit too rich for my blood, though I think that's mostly because I'm not really the target audience, since I'm not very good at platformers. You have to have very fast reflexes for this game. You could consider putting a few checkpoints into the levels, or maybe give the player a little more time to react.
All in all, though, this was fun!
Thank you so much for the Feedback!
I'm glad you liked the concept! The game is definelly hard but in future versions i will try to build a better learning curve, so the player will be already prepared for harder challenges.
I'm mainly a programmer so i really went for a simple but effect graphic design, and i'm glad people actually liked it.
Again thank you for the Feedback, i really appreciate it!
Dang, this is really hard. Is there some kind of blocking mechanic I am missing? I was really proud of myself when I got through the level where one first teleports, and then you just put 5 enemies into 1 corridor I have to drop down into. The boomerang mechanic is fun, but the levels are just impossible to beat, at least for my mortal self.
Hehe, Yeah i definelly should've gave it more playtest before finishing the levels layout.
In a technical way it is possible to block enemy shoots when teleporting, since during your meele attack the same reflects bullets, but that's too precise of a movement for most people (and me) to do it regularly.
Thanks for the Feedback! I'm glad you liked the mechanic and i will make sure to build a better learning curve on future versions
Pretty good game, the boomerang as an attack is nice and I enjoy the dashing.
The difficulty starts off a bit too hard, took me about 10 tries to get passed the two people at the bottom of the stairs due to not being able to hit them very well with the boomerang. The characters being shapes also brings people out of the experience a bit as well as the enemies having a border while the player doesn't.
The jumping also doesn't feel that great due to a lack of coyote time and pre-inputting. Coyote time is essentially letting the player input a jump a bit after they leave the ground. There's a bit of a delay between the player pushing the button down and wanting to jump so they can try to jump normally but by the time they input it they've gone off the cliff a bit and it seems like the game ate their input. Pre-inputting is letting the player input a jump a bit before hitting the ground. This is basically added for the same reasons as coyote time.
Thank you for the feedback! i agree that the game starts a little too difficult, it is supposed to get harder as you progress but it probally shouldn't start like that.
I knew i needed to change something on the jump but wasn't quite sure what was it, thank you for pointing out :p.
As for the graphics, i'm not exactly the best one in art and i wanted to spend more time on the game mechanics, probally could give the player a border also but the main reason for the enemies having one is so you can distinguish how many of then are together.
Again, thank you for your feedback! This is a concept i want to progress further and i will remember these suggestions when making more content on it.
No problem! Good luck and hope the game does well