Play game
Brain Drain's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1JNtXMMSJSlj1aygaj6z5Gv98XbGhrufgEulJmbohY6g/edit?usp=sharing
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!
You are the Cerebral CryoPod Defender (a walking brain in a jar!). Robots have breeched the bunker and it's your job to defend the civilians in the CryoPods until help can arrive! Use standard WASD controls to navigate the bunker and collect batteries to power CryoPod repairs and activate the force fields via the Super-Computer to keep them safe. Use Q/M to activate the Pause Mode to see the bunker map and enable reloading the level.
Please explain how your game fits the theme:
While this game has a defensive focus, you are the only thing in the bunker that can do anything about the oncoming robots, whether you focus on repairing the CryoPods so they outlive the attacks, or on defending the pods by powering the forcefields, it's all up to you! One could say, you are the weapon! ;)
Is there anything you'd like the judges to pay particular attention to?
Thank you for your time and I'm genuinely really grateful for any feedback as I'm trying to become a 'proper' game dev! (I'm sorry I ran out of time to implement audio setting controls & I intentionally omitted any background music to make the vibes less comfortable!) Thanks again!!
Leave a comment
Log in with itch.io to leave a comment.
Comments
I really like the art and the brain drone's design, plus, I think the UI is pretty good and the ambientation is cool. i think the enemies are a little bit unforgiving, especially when I wanted to exit one of the cryopods' rooms. The doorway is pretty narrow and, since I don't have a way to defend myself, I kept getting bombarded by enemy after enemy without the chance to even leave the room. I feel like the controls are a little bit off and the double jump doesn't work that well (I needed to hold spacebar to fully jump and the moment I let go the gravity dragged me down with such force the second jump pretty much didn't work). I feel like a little bit of visual or audio feedback when interacting with the pods would be great. I just didn't know if I was doing anything whenever I pressed E and got pretty confused. Plus, I think the map design is a little bit desorienting, since I couldn't really get to the third cryopod without first finding the main computer and the double jump (at first I honestly didn't know you could pause to see the map, so that's my bad), but I think it's kind of awkward that the third pod is the first one to get attacked and you basically need to course through the whole map and get all of the upgrades in order to reach it. But anyway, I still think the concept has a lot of potential as a cool sort of tower defender. Maybe it would be nice if we could shoot back at the enemies? IDK, still had fun tho!
Think the art and FX are really good! I did have some issue figuring out if I was interacting with the pods correctly or not. Sometimes the health went up sometimes it just stayed the same. It was also really hard to figure out how to dodge the enemies. Think the actual movement is a win for sure, the controller itself feels great! Think just little things like giving some more feedback to the player through FX or as simple as modulating the color of a texture on a sprite can help give the player some feedback they're doing something.
Well done!
Fantastic art. You really knocked that out of the park. I think some interaction feedback would be helpful. Some noise or sparkly thing that would capture my attention to let me know I'm doing something right or wrong. I had two pods go skullblin mode on me while blindly pressing E on the third one.
Player controls felt pretty good and you obtain upgrades pretty quickly. Would love some more lore and a tutorial if you choose to continue on the game! Good work!
Thank you!
Good suggestions! Yeah I'll definitely need to prioritize player feedback more moving forward!
I'm glad the controls felt good, and it would be fun to expand the lore for the game!
The visuals and movement system is really great, congrats :)
Thank you!!
The game has a cool idea with the main character's design, making it visually interesting and unique. The gameplay is engaging and has potential, but a bit more depth or innovation could make it even better. Overall, it's a fun and creative experience!
Thank you so much! Yeah I definitely wish I had an extra week to add a tutorial and some extra levels / bunkers!
The art is absolutly amazing. Sounds fit the game theme well, but for me the game loop did not feel satisfying. But that's great work for 2 weeks👍
Thank you! May I ask, what would you change to make it feel better? Would having a shorter survival time and more levels make it feel better? (so you get the 'reward' of surviving more often) or does there need to be better player feedback when repairing etc?
Awesome game! I like the movement and sound-design the most.
Thank you so much!!
So i kinda was able to cheese the game and get stuck in one of the doors(?) with the enemies being on me but not exploding.
The controls are a bit clunky, though that could have also been the regular frame drops.
It probably runs better in the engine then on web.
Other than that, fun visuals and story, missing the theme a little bit but that fine.
Good job, well done.
Oh interesting! Thank you for letting me know!
I'll work on optimization and see if that helps, and yeah it ran fine in engine.
Thank you for your feedback!