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A jam submission

Gnop's Revenge (9 hour)View game page

Pong-like monster killing adventure
Submitted by divagated (@DevDivagated) — 2 days, 2 hours before the deadline
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Gnop's Revenge (9 hour)'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#243.2143.214
How well does the game fit the themes?#263.4293.429
How much do you enjoy the game overall?#392.5712.571
Overall#402.3932.393
Visuals#402.4292.429
Audio#511.2141.214
How well did the game make use of diversifiers?#521.5001.500

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How much time was taken?
The 6 hour build was a few minutes over, so I went a few minutes under on the 9 hour build

Use of theme?
Novel Twist on Classic Game

Use of diversifiers?
none intentionally

Did you have fun?

Absolutely!!

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Comments

Submitted

Good game overall. The angle control felt a little odd.

Submitted

Pong with an adventure RPG twist.  Would have loved to see some progression though, and it would probably be a good idea to pause the game when you open the upgrades menu.  That said, I could definitely see this along side other Atari 2600 titles like Yars' Revenge or Swordquest.  Great job!

Submitted

Amazing idea to make pong interesting. Only thing it needs balanced shop and upgrades + better controls.

Submitted

So, a quick thought for the controls would be to make the angles controlled by where your mouse is pointing.  All in all though the extra layer of control really adds to the skill of the game, and allows you to ramp up the chaos which helps keep the game interesting in the later levels.  I am not sure if the invisible enemies were supposed to be invisible or if there was something wrong with a sprite or something, but the number of enemies you put into this is pretty impressive, so thanks for sharing.

Developer(+1)

Hmm... I'm not quite sure what you mean by the invisible enemies. There's 3 main enemy types, There's the one that moves towards the paddles, there's one that spins and shoots a bullet to the right every time it completes a circle, and there's an enemy that spawns on the left that shoots two bullets on both of the diagonal left angles whenever it gets big. If I had to guess, I'd think that you're talking about the diagonal shooting ones because they shoot really fast. 

The thing with the mouse controls is something I might do, but I fear that it might make the game too easy where you literally just put the mouse over an enemy and then dodge until the enemy is dead while keeping the ball alive. 

Submitted

True, you don't want to make it too easy... what if you tied the movement of the paddles to the mouse so that the up and down keys could be used for your projected angle?  Otherwise if it is too easy you could always try to influence the direction opposed to setting it.  Just some thoughts.

The invisible enemies were the moving type, and I believe that they started spawning after the Red moving enemy tier.  It was pretty late in the game, I think I maxed out most of my stats lol  Kinda hard to put it down when you can keep leveling up :D

Developer(+1)

Oh yea, I never actually tested the game until the end. I guess I forgot to cap the max level of the enemies and then it got to the point where it ran out of sprites passed that level so it just went invisible. I didn't really expect anyone to hit the cap, lol.

I really like this idea, but having to control everything with WASD felt very difficult and uncomfortable. I feel like being able to use both hands would have been a much more satisfying experience. Also the game really needs some SFX for feedback when you hit a monster or a monster escapes. It needs some work but it's a cool concept

Submitted

Nice idea.

Feels clunky to control.

Submitted

Love the idea and the execution!
My only gripe is that the shop has only a few items which quickly get very expensive

Developer(+1)

Yea, the shop was added in the last few hours and I wanted a lot more upgrades to be available. The interesting part about game development is that I have full control and any time I used a number in code, that number could be available to be an upgrade. I was planning on adding things like longer invincibility frames, more health drops, faster paddle speed, longer aimer, enemy spawn time, bigger paddles, etc.

The prices were extremely last minute and I just had to guess good prices and price upgrade rates and how the enemies would scale.