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(1 edit) (+1)

So, it’s an alright game, but there are a few issues with it, and I have some constructive criticisms for you:

  1. Remove the screen flashing. Seriously. It’s honestly painful to experience, and instead of helping it be an amusing bit of “So bad it’s good”, it instead heavily errs into the territory of “So bad it’s terrible”. If you want to use a funny screen effect that messes around with the player, consider trying to do weird stuff with the game viewport (maybe make the viewport origin start to move a bit around the screen (ideally with some wraparound) so the player loses their bearings and messes up a bit, or maybe zoom in/out a bit, idk what’s actually possible with clickteam though), maybe mess around with the mouse sensitivity (again, throwing the player off a bit), etc. Those will be much less painful to experience, and are less likely to leave a sour aftertaste.

  2. Add a quit button. Again, just a small quality-of-life thing, adding in a simple ‘press escape button to close the game’ doesn’t make your game worse at being “so bad it’s good”, but missing this sort of convenience feature makes the game end up being more “so bad it’s terrible” (or, considering the end of the game, perhaps making ‘enter’ close the game). Being required to alt+f4 to close the game ultimately does leave a sour aftertaste.

  3. Incorporate the modifier of the jam into your game. It looks like you forgor to include the modifier of “Shh! The tortoise might hear”, which is a bit disappointing.

  4. Add something meaningful for the player to do. Currently, the gameplay is just ‘use mouse to move thing around, get told how many things you got hit by after Some Time™️ passes’. Merely waiting for a timer (without any sort of real ‘lose’ condition) is honestly a bit boring. So, to fix it, I’d suggest probably adding in some sort of lifebar for the player (get hit by bullet -> that bullet despawns -> takes some health away -> 0 health = game over), so the player has a genuine reason to avoid the projectiles fired at them (instead of being able to idly wait a few tedious minutes for the game to end by itself). Alternatively/additionally, you could consider “replacing” the current timer used by the game with something that’s a bit more creatively terrible in an amusing manner. For example, what if clicking the mouse was a ‘shoot’ button, and you needed to shoot the Giant Enemy Circle to deplete its health (of course, a task that would take a stupidly large number of attacks to perform) instead of merely waiting for the timer to expire? Some creative terribleness like that, which actively involves the player, would definitely make the player feel more involved in the game, than like a mere spectator to some eye-strain.

Anywho, that said, the dialogue at the start was mildly amusing, the audio is alright, and the visual style is rather nice (besides the screen flashing of course). This game still has plenty of unrealized ‘so bad it’s good’ potential (and there’s still time for you to realize this potential!), but as it stands, it’s a tad underwhelming.

(+1)

Thank you for suggestions pal. I'm too lazy noodle to release better version before deadline, but maybe in future I will fix some issues or even release version 1.5 or 2.0. Thx for play this junk :)