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A jam submission

NucleusView game page

Pick up collectibles spawning around the map to use as ammo.. But be careful, as they are also your shield.
Submitted by Cookie — 2 days, 8 hours before the deadline
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Nucleus's itch.io page

Link to your Game Design Doc on Google Drive.
https://drive.proton.me/urls/CBQWXG82VR#A87lIwhQr32e

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
Your player is surrounded by particles, "blocks", which you use as ammo to shoot. If you get hit you lose a certain amount of them and if you run out, you die in one hit

Please explain how your game fits the theme:
The "blocks" are part of you, which you use as a weapon

Is there anything you'd like the judges to pay particular attention to?
I'd like some feedback on how to improve the polish and game feel side of things specifically, but general feedback is appreciated

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Comments

Submitted

You did a great job with the difficulty. I died on wave 15. I also played the windows build, because I understand what web build does to a game. I think it would be nice to know how much health the enemies had, along with how much damage you were doing to them. A lot of the enemies just tanked a lot of bullets. Sometimes, the blocks you pick up gave you 0 ammo. I feel like it was intentional, but it's not a great feeling after you just got all your blocks taken away after getting hit lol. Overall, I enjoyed the game and the particles were fun to look at. The menu and settings screen is also really impressive! Best one I've seen so far.

Developer

blocks giving you 0 ammo was definitely not intentional, dunno what's going on there

Submitted

Nice little shooter you have made! I did experience some small stuttering at the start of waves and when enemies spawned, but I'm guessing that's probably really just a problem in the browser version of the game. Game felt pretty nice to play, movement and jumping were good. I think for this style of game I would prefer to fight against more enemies with less health. Since each wave really only has like 1-3 enemies and they all take multiple shots to kill, feels a bit slow in that regard. I hope you keep working on this idea, great job!

Submitted(+2)

I'm rating based on the windows version because nobody likes WebGL. Also, no sugarcoating in my feedback as always, trying to help in making this game the best it could be.

First impressions:
Pretty decent main menu, it's definitely more than what I'd expect for a game jam game!
Would definitely add some SFX for the sliders, buttons etc. but otherwise I like it.

So first of all I think the gameplay is both too slow and too fast at the same time. The enemies and cube resupplies spawn really slowly with a large cooldown between them. I would increase spawn rates for both of these, especially the cubes since currently if you run out of cubes (which doesn't take too long) you just end up running around in circles until a new one spawn. This really breaks the flow of the game!

You can also mitigate this by adding shop upgrades that increase the amount of cubes you get per resupply.

Not sure if it's intentional, but the piercing upgrade lets the player hit the same enemy multiple times.

Uhm, why can you fall off the map? I feel like this is the most unnecessary and evil feature you added and it adds nothing to the game only pain and suffering... This is the reason why I quit early (just after the first elite where I died like this twice).

The hitbox on enemy projectiles is absolutely diabolical. I've never truly felt like the bullets actually connected with the player. Would definitely make them smaller, or make the player's projectiles bigger in order to make it more consistent.


I don't really like the sound design of the game, I think it's something that definitely has room for improvement. The first step would be to not use SFXR or other sound effect generators since those don't really fit the game that well. Some more futuristic, a bit glitchy sounds would fit this game a lot more. 

I would recommend digging around in these sites for SFX and most of the are free to use!
https://www.zapsplat.com/sound-effect-packs/
https://99sounds.org/cinematic-sound-effects/  and other packs from 99sounds
https://pixabay.com/sound-effects/

Would definitely add sounds for when the enemy's shooting and when a bullet is approaching. Helps judge what's happening around the player while trying to look for cube resupplies. Don't be afraid of layering, shortening, fading these sounds in something like Audacity or some Digital Audio Workstation like FL Studio. It's definitely tough but once you wrap your head around it and with some creativity it can get really fun!


Balancing is a bit interesting as there aren't any upgrades that are just purely positive. This kinda forces the player to upgrade all of the at the same time, otherwise they'll have a weak point. I'm not exactly sure how I feel about this? It's both a good and a bad idea...? Kinda ruins the fun of breaking the game for the sake of a balanced build, but that doesn't really fit this game all that well.


There are a few UI improvements that I'd like to see. The first one is replacing the crosshair with a line on the ground which shows the direction of where the player will shoot. Not 100% sure if this is better, I just feel like it would be. If not that, then I'd definitely make the crosshair smaller and thinner in general. Currently it covers up a large portion of the screen and I don't think that's a great thing when you're trying to see what you're aiming for. (nvm ignore this since the bullets come out from the center of the camera which I find a bit weird but it's fine I suppose)

Secondly, I would definitely add some sort of health bar to the enemies. Currently there's no way of judging how much damage the player is doing to the enemies which is really not ideal.

There's also a bug when using Buckshot, the UI shows (-1 cubes) when in reality it's taking away 2 or however many you're shooting.

Please add [ESC] a keybind for pause menus even for WebGL! I almost missed this and I wanted to adjust volume stuff ingame. Having it bound to [ESC] doesn't do any harm on browser builds although yes it's a bit weird for fullscreen stuff. Would also recommend binding it to [P] as well.


For polshing I'd say you just need more animations for UI. A lot of polishing is basically UI work afterall.  Here are some ideas that you could do to improve stuff:

  1. Add hitmarks to the enemies (show damage dealt)
  2. Make player stretch a bit when they are moving fast
  3. Make enemies shake when hit (or any animation works here tbh, the red flash is a nice start)
  4. Make screen shake JUST A LITTLE BIT when you hit the enemy
  5. Add a vignette or some other effect that shows when you're out of cubes
  6. Add white anime speed lines to when you're moving quickly
  7. Add scraping particles to cubes when they are gliding on the ground
  8. Add a trail (need to find an addon for that via the AssetLib)
  9. Add some effect to when cubes spawn (small explosion?)
  10. Add stretch to cubes as well since they are travelling at high speeds

Also, study https://yollie.itch.io/ 's games. They are FULL of insane VFX stuff and you can learn a lot from him. (he's also one of my long time friends but that's irrelevant here)

Overall, it's an OK prototype that is a great base for practicing a bunch of fields of gamedev such as VFX, SFX and UI. If you have the time, I'd definitely try playing around with my suggestions to see how they affect the game!

Best of luck Cookie man! ❤️

Developer (1 edit) (+1)

there is supposed to be a trail, but it disappears after the first time you die because i'm bad at coding

amazing feedback tho! i'll make sure to take it into account, might continue the game after the jam we'll see

Submitted

What a ridiculously well crafted and in-depth feedback, not even my submission and I learnt something. Thank you.

Submitted

Quite a fun arcade shooter!
Would've been nice if there was a win screen of some sort once you beat all the waves, but there not being one also allowed me to just wander around and pick up ammo until I exploded. Seeing the particle count surrounding my character balloon to ridiculous sizes gave me a laugh.

Well done!

Developer

i was gonna add a win screen but then i just didn't

Submitted

(v.v)

Submitted

Cookie is tooo fricken amazing GEEZ! 5.3/5

Submitted

But seriously its a blast! I didn't know what the capsule was until it was too late ><' hah

Developer(+1)

ayyy thanks for the kind words <3