Great art, nice music that fits the gameplay. I found myself barreling through the first few levels with weaker drones just to get back where I was when mine was destroyed. Only when the drones got stronger did I feel like I had to be more careful, most of the time. There were a couple of times where there were so many drones on screen before starting, I couldn't keep it all together and set a good path and just prayed. It worked... sometimes! Maybe one in six or seven times. And as satisfying as it was to peek through the noise and set the path just right, I actually think I felt a little better when I set a path without as much prep time and it worked out well. This is a fun game and easy to lose track of time replaying, nicely done
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Employee Of The Month's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #23 | 3.778 | 3.778 |
Technical Implementation | #24 | 3.667 | 3.667 |
X Factor (overall enjoyment) | #27 | 3.667 | 3.667 |
Fun/Design | #29 | 3.667 | 3.667 |
Overall | #29 | 3.630 | 3.630 |
Music/Sound | #32 | 3.556 | 3.556 |
Theme/Limitation | #49 | 3.444 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
Team Size
Trio (3)
Will you continue work on the game after the jam?
Undecided
Which diversifiers did you use, if any? (optional)
Two Button
What tools did your team use to construct the game? (optional)
Unity with Rider as IDE, Aseprite for the art, FL Studio for the songs and SFXR for the sfx.
Which art and audio did you / your team NOT create? (optional)
EVERYTHING is created by the team except the font, pixellife, which is credited in the game.
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