I think it is too easy to avoid getting hit. I notice that when you do get hit, the difficulty increases (movement patterns change, number of arrows increases, and speed increases). Maybe the difficulty could increase with time as well as (or maybe instead of) hits?
Play software
hyper tension's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME: How well the theme is used? | #1 | 4.483 | 4.483 |
INNOVATION: Does the game innovate in some way? | #12 | 3.586 | 3.586 |
ENJOYMENT: Is the game enjoyable to play? | #14 | 3.552 | 3.552 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository
https://github.com/skejeton/raylib5k-jam
Team members
skejeton
Comments
I feel like this game embodies the theme best of all of them. I also really appreciate many design decisions you made, such as not having a restart menu but just keeping the whole thing flowing when you get hit. Feels like a lot of love was put into that.
But the level design is not great. The difficulty ramps up too quickly, and it’s also so difficult that when I manage to beat a level it feels like it was more due to luck than any skill.
Yes, the level design is not good at all and I have realized that during development, and it's good to see other people think the same. I think the 2 main takeaways is that the levels are too random and they don't really make the best use of the game mechanics, which is unfortunate because the game mechanics were designed separately from the game. I had to rush the level making, and frankly I'm just not that experienced in level design yet.
Pretty fun! :D I like how the triangles fade and the way they move. Could be nice to have a smoother difficulty ramp up for the levels, it gets pretty intense pretty quick.
At least you remembered before the jam ended. I just remembered a few hours after it was over.
Grazing: The game. I appreciate you taking what's normally just a flex and making it a requirement. I also noticed the circular hitbox and atequit grazing range. Good stuff.
At first it seemed like a puzzle - Figure out where to move and execute. But then the randomness on some levels restrict you to just using reflexes. The most egregious example was the appropriately named despair. It was frustrating but thanks to the brief intermission it wasn't rage inducing. My next biggest gripe was the time it took for bullets to disappear after you cleared a level. Often I had to camp on the finish arrow just to proceed.
Despite my gripes, finishing was still satisfying and I'd even recommend the earlier levels to train bullet hell noobs.
I definitely should've toned down on randomness, and I have realized that during the development process. About arrows still going, the plan was that the game still kept going after a while, so that you still can die even if you survive. I should definitely consider doing either something in between, or removing projectiles upon winning condition. By the way, the collider isn't actually circular, it's just like 2 times smaller than the player decal (still a rectangle). Thanks for the elaborate review.
a nice challenge and a lot of fun. It does become quite hard after a few level. If you get yourself stuck in a corner you have to use time to get back out and find a spot to dodge from again.
Great game! reminds me a bit of the battle system in Deltarune.
I do think the stages might be a bit nicer to beat if you restarted in the middle of the room.
All in all great game and cool idea!
Leave a comment
Log in with itch.io to leave a comment.