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Project Debug's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #40 | 4.000 | 4.000 |
Audio | #75 | 2.800 | 2.800 |
Creativity | #88 | 3.200 | 3.200 |
Overall | #98 | 2.960 | 2.960 |
Entertainment | #105 | 2.400 | 2.400 |
Theme Use | #111 | 2.400 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Hey! First off, this game looks really cool and is a great concept! I had a few issues, however. The movement felt too slow, I have no idea how attacking worked, and it felt kinda random as to when I took damage and when I didn't. But regardless, thanks for submitting! I hope you continue to make games!
How does your submission fit the jam's theme?
You have to fix a computer system that is corrupted by fighting against malware.
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Comments
I'd like to thank all for the comments. Please check out the games devlogs that I have sent. The issue was that my friend and I attempted to make a game from a genre we weren't familiar with and we were drowning in code. My friend is working on other projects at the moment so I will be in charge of developing this game myself. A summary of what I have announced in the devlog, I am restarting development of the game, I had a good rest after the jam and now I'm ready to restart the development and tackle this game once again. I have fresh new ideas and a clear approach of the game. I will post a devlog or announcment once in a while. My goal is to tackle a single problem per day and making sure the features that I add are refind. I'm currently working on the turn based system as it was quite buggy and boring in the game jam version. Will keep in touch.
There were some neat effects which were interesting to run across! The wave of pixels was spooky and I first played before reading the controls and was getting surrounded by the enemies, which gave a neat atmosphere to it. I'm sure there's a lot of places you could take it from here, well done!
I think the concept is solid, but the execution flopped. I'd recommend removing or significantly shortening the turn delay, since trekking through empty areas feels so tedious when limited to moving one space per second. I also felt that the combat lacked substance; it felt like the best way to defeat enemies, if there even is a reason to do so, is to just stand still and wait for them to enter attacking range before pressing space.
I think this can be something good, but it needs work.