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Omega Goal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #13 | 2.846 | 3.600 |
Audio | #14 | 1.265 | 1.600 |
Gameplay | #17 | 1.897 | 2.400 |
Did you make it in 3 hours (put 5 by default) | #18 | 3.004 | 3.800 |
How well does the game fit the themes? | #19 | 2.372 | 3.000 |
How much do you enjoy the game overall? | #19 | 1.897 | 2.400 |
Overall | #19 | 2.214 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours 10 minutes.
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Comments
I like the design! The game is simple, but works well (also on Linux)!
I'm glad! :D I spent a lot of the alloted time on trying to make the animations work (aiming) with a... mixed result. And working on linux? That actually shocks me, I thought it's Windows only! :P
I've been running your games through wine. There are shader issues usually, but this one looked decent on Linux, too!
Hi!
It's a nice simple game. The cooldown concept was a nice touch.
Thanks for playing, glad you like it. Thank you for the comment as well :)
A cooldown system for a top-down shooter is a cool idea.
Often the enemies would explode without me doing anything. So running away and not shooting seemed like the better move.
There can be two reasons for that. Either the enemy got close enough to trigger the explosion - and then you ran away. The explosion takes like a second, so you can still dodge it.
Or it was a chain reaction. One robot exploded and dealt damage to the others. So that's not a bug, it was designed this way :)
(I know, I know. If I had more time, I would make a proper animation for that. But you know, 3 hours is not very long :P)
Missed some sounds. Maybe some other attacks or movement skills (dash, teleport, shield, etc...)