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A jam submission

BLASTUSView game page

Arcade-like high score chasing roguelike shoot 'em up, where you move in the opposite direction of where you're shooting
Submitted by Loafy — 2 days, 19 hours before the deadline
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BLASTUS's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Well packaged prototype! Great selection of powerups and game loop! Art style worked great and was perfectly contrast balanced so nothing was missed in the middle of the action. However the lack of a background, even parallaxed, hit my rare motion sickness issue. I'm totally fine in extreme VR, but this bothered me physically. A touch of zoom out would help the player bet a better feel of the play area and enemies needing to keep track of. Difficulty scaling seemed a bit harsh when the 2nd mob type was introduced. Maybe introduce two attack types for the player character. One with minimal recoil for DPS, and one for locomotion but also does AoE? Using the controller was problematic due to both the controller input and mouse input being pulled simultaneously, even if off screen of the game. GDD was missing sections that were developed out of scope, or not defined from the beginning. This is a great start, and I hope development continues!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1fqQDdS-S5732ZPXD3p0dFirLWjopgHfvJhF9PkBhGRo/edit?tab=t.0

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!
Arcade inspired high score chasing roguelike shoot 'em up where the only form of movement is being propelled in the opposite direction you're shooting

Please explain how your game fits the theme:
player is Gatling gun, I needn't explain more

Is there anything you'd like the judges to pay particular attention to?
The gameplay and how polished/smooth it feels to play (or if it feels very janky, be sure to let me know!)

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Comments

Submitted

my only critique would be to add some indication that you are moving away as you shoot. it took me a second to understand what was happening. i thought the enemies were running away from me as i shot at them. but overall great game! got very hectic but in a good way! good job!

Submitted (1 edit)

Really nice game here in my opinion! I thought all of the art and visuals were great. Loved the upgrade menu and that the upgrades give you buffs and buffs to the enemies. I agree with the other comments that the enemies spawning and just lunging at you from offscreen feels not great. I think it's fine that the enemies spawn offscreen, but maybe add an arrow pointing in the direction of the swarm with a message like, "Incoming Swarm!". You could also potentially have the camera zoom out as an upgrade, or even simpler just reduce the enemy movement speed. Lots of potential ideas! Overall still a fun, well made game. Great work!

Submitted

The recoil distance needs to be reduced. I actually hit some enemies because I was trying to shoot at enemies below me because of that distance.

Submitted

I like the concept and the various upgrades and enemies - and the dynamic of picking a buff at the cost of a debuff. At the start of new waves, I find myself swarmed immediately, before having had time to react. Perhaps a bigger view, or a camera positioned slightly infront of the player (to make where they are going more clear) would help? Good stuff!

Developer

Thank you! I also felt the swarming (avoiding the swarm after a few waves just feels like luck), but I didn't think to fix it (very bright, I know).