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I find it harder to leave feedback on games I don't like than ones I do. Usually when I run across a game I don't like, it's good with a few things that just aren't quite there, or it's simply in a genre I'm not into. I try not to be mean, because I don't like being mean and I recognize how brutal it can be on the other end of that. But I'm super awkward and don't always succeed.

There are just a lot of design decisions here I can't agree with. The style of movement control is awkward, even more so since it's also your aim control and the map doesn't seem to end at the screen boundaries. Introducing randomness to the player getting hit just makes it feel like hit detection is broken. The balance is bad, and it needs breaks in the spawning. The postprocessing just makes the game look worse. I kept running into the upgrade shop because it physically exists and is in the way.

I also found the autoaim to be pretty janky, though I'm not sure if this is deliberate or a bug.

With all that being said, the gameplay did grow on me a bit. I still think it could be a lot better, but I did start having fun with it after a few tries despite what I think are serious flaws.

I like the idea of an upgrade shop, and I think it's more the implementation that was the issue than the concept. The collect things to transform mechanic isn't hugely innovative, but I did like that one. The game looks really polished and the sound design is solid.

I was kind of surprised to see you made most of the assets during the jam, because it has that kind of stock-art asset flip feel to it. I'm not saying it is, but maybe more that the choice of style is a little bit baffling. 

So yeah, this one just didn't do it for me. I'm still sitting on the fence of whether this could be a good game with some tweaks or if it's fundamentally broken. The graphics and polish is there; I think with better concept and mechanics you could put together a really awesome game.

3 weeks is a lot of time for a game jam, our game doesn't even have that much 3D assets. Regarding the models having stock-asset feel, I guess I can take that as a compliment, though I think my assets are really rough, don't think they are even worthy of being stock-assets.

Thanks for playing our game and leaving feedback.

If they're rough, I didn't notice it. The assets looked pretty quality to me, they just felt a bit cookie-cutter. I'm not an artist, just a programmer who tries to wear all the hats, so I can't really put my finger on why that is.