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Projectile Hell's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #8 | 3.250 | 3.250 |
Gameplay | #9 | 2.917 | 2.917 |
Fun | #9 | 2.583 | 2.583 |
Overall | #10 | 2.729 | 2.729 |
Innovation | #16 | 2.167 | 2.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Discord Username(s)
Lounic#7227
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Comments
Pretty solid concept, I like it. I wish there were some hit indicators on if you hit a cannon or not, but other than that it is nice. Oh also some sounds would have been good. Could have a sound per type of parry, and when you hit things!
Cool, was a bit hard to figure out exactly what to do
Nice game, nice challenge, art is fine, the little square is cute. It needs some sound effects. I liked the parry system. The cannons need some feedback when destroyed because they simply disappear and I'm not sure if I'm destroying them or not. Also the diamonds need some kind of points text when grabbed so I know what value I get. It would be great to add more kind of pickups with different values, maybe powers to help you aside from the parry system and different projectiles to add variety.
Nice Job! Best of luck!
For movement:
I think it suffers from the delayed movement. In a game about precise control, it doesn't feel too good when the inputs are all delayed, and makes it feel more like it's the games fault you die, rather than a skill issue.
If you tell us its on ice, or skates or something, it's more justifiable, but as is, it just feels clunky, and like you did it, just cause momentum sounded cool.
For the shield:
It might pay to make the shield aim relative to the player position, instead of looking toward the mouse cursor. Just so you can always have faith in flicking your mouse in a direction to block a shot, rather than having to move your mouse to the right spot.
In my own opinion, I think that would feel more responsive and engaging.
Perhaps you could make it a setting, if you personally prefer the way it's done now.
Other than those, I think for what it is, it's solid, and fits the theme.
Hey thanks for your feedback!
And yeah your right, the acceleration and deacceleration values are a bit too slippery for the game. Although i kind of liked the idea to use a tiny bit of acceleration for creating the feeling to move a bit more freely than the typical fixed 8 directional movement you can achieve with W.A.S.D. in top down games.
at first i thought this game was some kind of pool game. the game was fun to play, though i get real anxious when playing these run around games, so i didnt do quite as well as i would have liked. though with that said it was fun to play what i played and with expanded graphics and powers you could make this into one of them bullet heaven variants.
Thanks for your comment :)
Im glad to hear that you had fun while playing!
Unfortunately i didn't had enough time to add more sounds, features, gameplay-mechanics etc. but maybe i continue working on the game in the future.