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(+1)

A cool concept, but frankly dodging the various obstacles soon becomes nearly impossible, and it doesn't feel fair at all. The rifle limiting your area of movement, and seemingly in random locations, further decreases the players dodging options in 1 dimension (I get that you made it do lower damage for this reason, but the issue is still there).  The 45 degree missiles and 90 degree projectiles team up to make undodgeable situations quite often.  Maybe I'm just bad tho idk

Yeah, I wanted to make the game more on the challanging site. Because I need the player to feel sense of accomplishment after finaly beating it. In order to make the ending work (the sudden realization that all you did was helped to kill countless people). Thats my main point in implementing the Jam's theme (not that you are a weapon, but that realization you are/were one). And if I made the game too easy, this would just not work.

But I fully agree current "style" how I made the game difficult is not ideal. It would be much better to have more type of enemies, or give player some more things to do, etc. Instead of just "spawn more enemies, quicker". But sadly I was limited by Jam time limit.

Also, I guarantee the game is absolutely possible to beat (with right strategy, and some luck I am able to beat it 80% of times). But I fully get the "randomness" is very irritating and unfair at times.

Thank you very much for playing, and leaving a nice comment.

(+1)

Thank you for the response. I did enjoy the cutscene in the end, after just barely managing to beat it.

Hopefully you will manage to do more with your time after every Jam attempt. I would recommend next time focusing first and foremost on how the game feels to play, and if the difficulty is balanced. Art and story have their appeal, but they won't see the light of day if people find your game unfun and don't play it, though this may sound harsh. I am not a game designer, but I think this is important.