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UnFriendly Fire's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 3.618 | 4.000 |
Overall | #1 | 3.769 | 4.167 |
How much do you enjoy the game overall? | #2 | 3.518 | 3.889 |
How well does the game fit the themes? | #3 | 4.221 | 4.667 |
Audio | #5 | 3.317 | 3.667 |
Visuals | #7 | 3.417 | 3.778 |
Did you make it in 3 hours (put 5 by default) | #15 | 4.523 | 5.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2hours25mins
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Comments
I quickly came to the same tactic as deusalgor. This completely circumvents what I think is the meat of the game, dodging your own bullets.
The music is fully panned left, that's a no-no for headphone users.
I agree; it's a shortfall on my part
As for the music, I have no idea why it's like that. I'll look into it
Really fun game.
In contrary to Coppyhop statement I used this tactic: collect as many enemies on map as you can and just shoot all of them in one spam attack.
IDK if you really need to fix that, but as an option: give cooldown for attacks and linear speed increase for enemies.
That's an interesting way to tackle this game :D
Also, I like both your ideas
I personally not sure what is better - to have perfectly balanced gameplay where you have only one skill based way to beat it, or your game's current state when you can try different approaches and look for best one =)
Puh, that was intense. Spent twenty mins on it trying to beat your score. Finally found the good ol' spam tactic :)
Simple game but well done - fits nicely with the themes.
Nice one :) Where there's a will, there's a way
I honestly was quite impressed, though in all honesty it was easiest to just spam shots and play a dodging game, you could easily rack up points by just dodging for a while and letting the enemies run into the bullets that are already there, maybe add an incentive to actually shoot the enemies?
Hmm, I can see that now. Any suggestions for the incentives I could use?
Maybe make it so that if you don't take care of enemies quickly they'll spawn even more bullets, or maybe bring along more enemies faster?
Nice, I like them, especially that one ^
How about a new enemy type that requires red fire to kill, but grows/evolves from green fire? That would incentivise a more thoughtful approach instead of spamming.
That's a good twist, thanks