Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(3 edits)

Game Title/URL: Do No Harm    https://heybeatrootpizzadart.itch.io/jammin

Pitch/Information: An endless shooter where you are the healer trying to keep your team alive against hordes of enemies. Pick up abilities as your mercs get kills and create a perfect strategy to survive as long as possible.

I'd like feedback on: Balancing, Pacing, Visual effects, criticism on game for future iteration, ways I can improve player experience, thoughts on concept and just whether or not the game is fun or not.

I need help on: Balancing (The game is always either too hard or too easy)

I like the concept. basically Tower Defense and Vampire Survivor combined. And also a high score system to make it worth the grind. I had fun trying to reach the desired average playtime u wanted (but failed).

I am not sure how much it would affect gameplay but making the camera FOV a bit bigger would be nice, too actually see whats in front when the gunner started firing.

Currently, since everything is basically sprites on a mostly solid color background, things seems kinda flat, would be nice if u can add shadows. 

Balancing wise, I dont have much experience, but currently, either enemies grow too fast, the power up too week, the power up frequency too low, RNG sometimes just harsh. Maybe you can somehow convert these things into some value point and use them to decide the stats of enemies and power ups popping up.

i love all the art and character design, its super creative and funny. the little role call with descriptions was a good touch, they're all very interesting and made me laugh. its a good concept, and i also like the upgrade system. i think it would be a lot more fun if there was more to do than just heal your allies. like maybe if another way to heal them besides just shooting them. or like the ability to make force fields to block enemies or somethin. it might also help the pacing if the enemies were more organized, and like came in waves or something.

(+1)

The tutorial is hard to read on the game's title screen. Maybe give it a solid color background, or a window.

Character design is great.

The gameplay itself is impressive, and actually I played a game kind of like this last night called Idle Champions of the Forgotten Realms. For me, two things stand out to fix. One is that the game, at least initially, is so easy for the fighters that your healing isn't really necessary, so some game balance would be good. I see that balancing is an issue, and part of that might be that you spawn with all your allies. The game I played last night made unlock your allies as more enemies attacked. Just a focus on pacing in general (maybe start with one ally and one enemy type, and ramp it up) could help.

 Second, I think the visual space could be somewhat better designed. The background could be upgraded (not really sure what we're standing on), and the camera could be moved back a bit so we can see more what's going on. I don't really know where we are or why these people are attacking, so besides the phenomenal jokiness of the character design, I'm just never really sure what's going on.

But I do think as sort of a prototype, this is pretty cool. Maybe focus a bit on what you want the experience to be, what you want the player to get out of it, and I think you'll have a pretty successful thing. You've already got the basics down.