Very good looking game!
Adding a mini arrow on the HUD to point to the nearest enemy/enemies would be very helpful
Play game
Disco Doom's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 4.000 | 4.000 |
Overall | #5 | 3.742 | 3.742 |
Visuals | #6 | 4.273 | 4.273 |
How well does the game fit the themes? | #9 | 3.955 | 3.955 |
How well did the game make use of diversifiers? | #10 | 3.773 | 3.773 |
How much do you enjoy the game overall? | #23 | 3.182 | 3.182 |
Gameplay | #23 | 3.273 | 3.273 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How much time was taken?
Build 1: Recording was 02:59:57 ๐ฒ but the actual time was closer to 02:55:00
Build 2: 02:12:59
Build 3: forgot to record! But about an 01:00:00 - 01:30:00
Use of theme?
All of them!!
Chain Reaction: Enemies explode, causing other enemies to explode
Negative Feedback Loop: As you take more damage, you get faster/shoot faster!
Novel Twist on a Classic Game: I made Doom, but added procedural generation
Use of diversifiers?
joined the discord
tweeted the jam
made a timelapse
doing a written postmortem this afternoon
uploaded the source
made a procedurally generated game
made the game react to the audio (not quite the dynamic audio diversifier, but close)
used randomness (procedural generation, plus enemy movement, plus enemy placement, plus player placement)
the game can be played by people who speak any language
the game can be played with the listed keyboard layouts
the game is readable with all forms of colorblindness
there's a pause menu with a load of sliders, which I think is in the spirit of the "menu" diversifier
Did you have fun?
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