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(+1)

Clearly a lot has been taken from previous titles and a lot more effort went into story this time.

The problem is that last time with the boat, the limited space on the boat provided most of the challenge, since space was so limited, the patterns could be created focusing on that space. 

This time I found that for most phases or patterns I could outrun anything, the space of the map made it so that I could most of the time hug the corners and shoot from a mile away and almost not have to dodge anything. 

My first play through I tried to actually dodge and be sort of faithful to the proposed game play and it was just tiring and got killed much faster.

Second play through I just ran as far as possible and shot from a mile away. This works and sort of breaks the game as I'm not even sure I even cared or noticed patterns / phases anymore.

suggestions :

1) the stage size requires a change in how the bad guys behave ... I think the only phase that challenged the run and shoot from furthest distance was the fox teleport phase. I suggest more phases that the bad guy can cut the distance between player or to use player position prediction as part of the bullet pattern in some phases.

2) I feel like you are missing several sound effects that could be nice to add and make sure some important sounds are louder.  You might have to dig into Unity's mixer, to lower

3) Story could use some grammar correction ( sorry I didn't help this time, was too busy with my game). I also think it could maybe be overall better if there were less things, more jam packed? Like you could have 1 stage with the 3 characters and maybe 6-8 phases total and do the story between phases ? That way maybe you could have made something more dramatic with less work divided in 3 stages. The ending was a good cliffhanger and actually starts a good goal for next game ( I think that might be a first in the series?) I just wish the set up had been better instead of just a random package, but maybe that can be tied in to future story (who sent the package and why?)

4) the candy points ... was there a reason to that ?  Seems pointless in current version.  Same as the score at the end, there is no breakdown of how you got it, so seems arbitrary.

5) Music was nice =]  Just maybe along with #2 above, you might wanna lower volume dynamically. This is mostly polish of course.

Anyway, lots of harping on details, but overall the game is a pretty solid submission.

Thanks for playing my game and give me detailed feedback. It helps a lot for my future development.

In my original plan, I want to use this game jam to experiment how to create real world scene in lowest effort. Therefore It's decided in the brainstorm phase that this game will have 3 individual stages.  The stage 1 was planned to be a market to match "Where Is That [Bustling] [Marketplace] Now" and stage 2 was planned to be on a hill at night to match "[Starry] [Mountain] of [Tenma]".  It's basically the spine of the project. The plotline and game flow is written based on that decision. 

Unfortunately, the final result is not impressive.  A lot of time was wasted on researching (trying Nerf, 360 lens, searching models from websites). And the 3d scenes I got are not customized for bossfight, which drags down the enjoyment of bossfights. But I believe that if I get more time to try-and-error, I can figure some better attack pattern that suit the scenes.

For the candy score system, I see lots of SHUMP game has mechanic that enemies spawn purposeless items when defeat, and player collect those items for score. Therefore I added this mechanic as an experiment. It seems if a player has a will to gain highscore, this system changes the game a lot. As player will surf in risky area to reach candies, and hoard the shields for generating candies instead of protection.

I feel I will expand this project. I now already has at least 3 new stages of ideas. Maybe next game jam?