Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Xenoreactor OverloadView game page

A top-down action strategy game made in five days.
Submitted by Binary-Ninja — 38 minutes, 45 seconds before the deadline
Add to collection

Play game

Xenoreactor Overload's itch.io page

Results

CriteriaRankScore*Raw Score
Polish#43.1823.375
Engagement#53.1823.375
Innovation#73.0643.250
Theme Integrity#83.4183.625
Overall#83.1113.300
Artistry#142.7112.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you have fun throughout the jam?

no

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

This was really great. The mechanics come together in surprisingly complex and varied ways throughout the levels, and I like that although it's a real-time action game, it's more-so about solving encounters strategically than it is about running and gunning. This was lengthy and felt really rewarding to play through, which is hard to achieve in a 1 week jam! Nice job. Here's my playthrough.

Developer(+1)

Thanks for your feedback! I watched your whole playthrough and was excited to see how someone besides myself reacts to the different situations in the different levels. I wanted to address some comments you had regarding the game:

Random Generation - This doesn't kick in until level 5, and isn't in full force until levels 6~11. The level layout itself (wall placement, crate placement, enemy placement) is static, but what wall, crate, and enemy to place is random. Once you get above level 5, nearly every enemy and crate you encounter is chosen from a random pool. The enemies are always in the same location, but their weapon type is different every time. Some walls may become doors and make certain levels easier. There was a room in level 10 you played through that had to be cleared, but if the level generates correctly, that room becomes optional. It was too hard to implement a full dungeon generator within my time, so I tried to make it as varied as possible given my constraints.

Cooler Health - I agree that it is much too high. It should be at least 25% lower, probably more like 50%. I personally save my flamethrower ammo for quick cooler destruction.

Taking damage after you win - This is actually intended. I thought it would be really funny to see your tank get utterly destroyed by the final enemies after you win each level. You won't lose or have to restart if you win and then your tank takes damage and dies before you hit the next level button. You just get to watch waves of destruction roll over your battered corpse. :)

Speed - This is the speed of your tank, not your firing rate. The reason you didn't seem faster is because a speed increase of 2 (which is what each speed upgrade gives you) is pretty much undetectable on its own. By the end of your run, you had a speed over 120, which is the speed of the mobile bombs, the fastest enemy in the game. The reason your gun seemed faster was because you could tank hits from minigun tanks without dying, which is because the max heat upgrades were upgrading your heat tolerance. You were approaching max heat 200 at the end of your run.

NICE TRY - Yes, that is the secret level. ;)

Again, thanks for the kind words. :)

Submitted

Lol "There is no sound because there is no atmosphere."

Basically it's actually ok to have no sound because you actually have a good reason. However, this game badly needs polish in the form of feedback, and the lack of sounds makes this even more so. Lots and lots of feedback makes the core mechanic (shooting/combat) fun! But it's still a cool game.

Developer(+1)

Thanks for your comment! I completely agree with you, while technically the game is complete (it has a game loop, it has a boss fight, it has a couple secrets) it isn't quite what I had originally planned. I had to cut out much of the particle system and the whole sound system to finish the actual meat of the game in time, which lead to much of the juice being absent. That being said, I'm proud of what I managed to make in five days. Maybe I'll take this game as a proof of concept for a larger project someday... 

Also, I have plans to make some serious pygame boilerplate helper modules for project use in the future. As of right now, I rewrite every system from scratch for each new project. Not very effective :(. These helper modules should allow me more time in future jams to polish up my entries. Thank you for playing my game! 

Submitted(+1)

I really liked the Game! I got untill lvl 8! It would have been nice if the Game would save your progress tho.

Developer (1 edit) (+1)

Thanks! Yeah, some things came up and I only had five days to complete the game instead of the normal seven. That's why the UI is so simplistic, I originally planned on a more in depth menu with unlocking levels. I realized I did not have time for that and restructured the game to be more of a roguelike. It's more of a strategy game than an action shooter, if you go in guns blazing you'll get shot to pieces! Part of the strategy is separating the enemies and fighting them one-on-one. Getting surrounded is the best way to die. Thanks for your comment! 

(Level 8 is a tough one :P)