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A jam submission

Spark Of ChaosView game page

-Pirate software gamejam
Submitted by HYKidz (@HideYK1) — 1 day, 19 hours before the deadline
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Spark Of Chaos's itch.io page

Judge feedback

Judge feedback is anonymous.

  • First of all, really good job! Chaos Chaos Chaos I had a lot of fun testing the game, even if it took a bit to get the hang of it. You had a pretty unique idea with the main mechanic of how to add more weapons to the arsenal, and once the player gets it, it starts to unlock the possibilities on what you can do, or what you can become I guess. It's good to see that even for a prototype like this, you put some time into level design, to create a more interesting experience for the player. The extra weight of the weapons was a really cleaver idea to balance power with some hit to mobility. You've got a solid foundation to expand into a full game, excited to see where you go with this. Really good GDD, you were able to go into detail on every aspect of the game, from concept to mechanics. This is an important thing for development, since it lets you have a clear source to refer to, that helps guide how things are gonna be implemented since you know beforehand what is the expected end result, as well as how one aspect of the game needs to interact with another. It's specially an important thing if you even work with a team. One of the only things that I wasn't pleased in the game was the bullets. They small, fast, and don't have much distinction to them, which can make it extremely hard to see them, specially in certain backgrounds. Here are some recommendations on what main aspects to focus on if you continue the project after the jam: - Juiciness: try to add more feedback to the action in the game. ie having a bit of an animation to the weapons and characters when they shoot (to show the impact of the shot) - Bullets: work on making the bullets more highlighted. Players can't take a single hit, so give them a clear opportunity to dodge enemy attacks by seeing more clearly the bullets, maybe also making them bigger and slower or else it will cause the feeling that the game is stealing victories from the player when they can't even see the bullet that hit them. ~80085 out

Link to your Game Design Doc on Google Drive.
https://cstj365-my.sharepoint.com/:w:/g/personal/1954039_cstj_qc_ca/Ecp7r9k6ylhCi2-8eA6OyzEBvbaW3VhqcuKCO8prvVnwEQ?e=eHmY5u

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!
A failed prototype of a human weapon go rampage after a botched mission
Hotline miami inspired action shooter bullethell
The protagoniste has the power of static wich let him attract weapon and alter the magnetic field around him

WASD(Control)
Space(Pulse)
LeftClick(Shoot)
RightClick(ThrowWeapon)

Please explain how your game fits the theme:
We are a prototype weapon that uses weapon as weapon and projectiles.
The theme of the jams fits narratively and with the feel of the player

Is there anything you'd like the judges to pay particular attention to?
The game performe better on a single unique browser window.
Some navigator might have shortcut that mess with the game

-Some issue might include opening new browser to quick access
-pausing the state of the game inside.itch

if the player start to freeze in a direction, mashing mouse button and spacebarre usually resolves issue

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Comments

Submitted

Cool idea with weapon magnetism! I managed to create real monster :D Game felt a bit difficult, at least when starting to try it out. Maybe the player could resist some damage or the bullets could use some additional visualization to be able to avoid better?

Developer

The gun technically block some of the bullet.
Glad you liked it ! being difficult was part of our goal !

Developer

Soft lock warning, in the second level, if the player has not enough speed due to too many weapon on him, the gate will spawn in front of him