Nice prototype for a FPS game! I had some lag problems the first time that some animations where triggered (for instance the first time an ennemy is shooting toward us) (Or hitting the barrels resulted in crash for me). The second weapon felt quite powerfull. I did not manage to reach the end, I'm not too good at this kind of games. Thanks for joining the jam, I hope you had fun starting this project and that you will continue working on it!
Balgrime
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Very nice game, I had lots of fun with it.
(I was able to go infinite though, to the point I had to stop because the lag became too much)
Super fun game, I like those kind of strategic games, good job!
To give some feedback, I think : players will usually never want the blasters to come out of one building once they settled in,
when a building gets empty, it's quite tedious to have to reassign the blasters to it nonstop.
Also, when you have blasters that deal more damage (for instance),
it would make sense that they are preferably picked when clicking on the guns (instead of regular ones). Generally, I think it would make sense that your blasters run to any empty building on the map,
and they would only remain static if no building at all has blasters around it.
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I liked the cute art style of the characters. Here are a couple of bugs I encountered: I can't go back from the options menu, the game keeps going on after my character dies, and my minions were hard to collect back (maybe the hitbox is too small?). I encourage you to keep working on it—the fighting options looked fun to play around with!
Salut, je t'avais déjà fait un retour sur le jeu précédent, je suis content de voir que tu continues les projets de développement. Au niveau des mouvements je les ai trouvé plutot bien, j'ai vu que tu avais ajouté un coyote jump et un petit shake d'écran quand la télé explose! J'aime bien le dash et les wall jumps globalement. Ce que je pense qui pourrait éventuellement être des pistes d'amélioration : le perso a beaucoup "d'inertie" quand il va dans une direction ou une autre, et spécialement quand il saute, ça donne l'impression qu'il manque un peu de réactivité, quand tu sautes dans une direction et que le perso a atteri, si tu vas directement dans l'autre direction, le perso va mettre pas mal de temps. D'autres points à considérer : par exemple si on lance la télé et qu'on essaie de sauter dessus, il y aura des occasions où on est juste à la limite de l'atteindre, ce qui engendre de la frustration pour le joueur. Ce que tu peux faire pour empêcher ça d'arriver, c'est de "tricher" et de donner un tout petit coup de pouce au joueur pour le bump et qu'il atteigne la plateforme même s'il avait factuellement sauté 2 ou 3 pixels trop bas. (dans dead cells ils font énormément de "triche" comme ça par exemple). Pareil quand on saute et qu'on a un bout de plafond au dessus du joueur, on pourrait imaginer que le joueur se fasse décaler un tout petit chouia quand il est à la limite. J'espère que je me suis bien fait comprendre, c'était un peu compliqué à expliquer, sinon j'ai hâte de voir la suite que tu donneras à ce projet. N'hésite pas à me faire des retours sur le projet que j'ai fait pour la pirate software jam, je l'ai publié hier
Hello! This is a really well-polished project for a first game jam—congrats on participating! The game reminds me a bit of Super Auto Pets; I’m not sure if that was one of your inspirations.
A few pieces of feedback: the 'Start' battle button is quite small and tucked away in a corner—it could stand out more, maybe be brighter and placed in the center of the screen. I also lost very quickly, around round 3 or 4, which didn’t give me enough time to adapt my strategy or figure out what kind of build would work best. Additionally, some SFX are really loud.
One of the key aspects of auto-battlers is having satisfying and visually engaging battles. If you plan to keep working on the game, that’s definitely an important area to refine.
Thanks for participating!
Nice puzzle game with lovely music and cute pixel art. The puzzle part is well done, but the platforming can be a bit frustrating—you know the solution, but the short timer and small mistakes, like bumping into a wall, force you to retry multiple times. Still, it was a charming and fun experience. Thanks for submitting!