I made a very similar game for GitHub GameOff 2020 and today I found yours. You've done it far better than me. :D
Damyan 'dastmo' Momchev
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I love the idea very much. However, as you said in the description, there is some balancing to be done. I got stuck on a slime with 45 HP, because both it and I had crazy high defence and not enough attack. So, I sat there for nearly 15 minutes and only once was damage dealt.
My bag composition was:
ATK: 3xd6, 2xd10, 4xd20
DEF: 5xd6, 4xd20
EDIT: This could be mitigated with critical miss/counter system where if you ATK roll is much lower than the enemy's DEF, you get damage instead.
Thanks. It may seem like the sheep are moving at random, but there are several rules they follow. I just couldn't quite get the right balance of the different rules' weights that produce the final vector they will choose. However, I have set up a config system on the back end, so I might play around with that after the jam ends. :)
It took me a while to understand what to do. After I did, I realized that it is quite difficult, because if you move a tad early or late, you make it far worse. This leaves no cognitive capacity to keep an eye on the right portion of the screen.
I would suggest a more "forgiving" control over the line, where pulling the line in the opposite direction a bit in front or behind a spike lowers the spike as well. Maybe a wider area around the cursor being affected by it?
As others before me said - some indication when the controls are about to change would be beneficial. Also maybe ignore inputs when a button is hold between the levels or add a transition between the levels. Otherwise, I get into the new level while still holding the right button from the previous one and I immediately get flagged for a mistake.
My biggest regret is not spending enough time on enemy spawning mechanics and enemies in general. I could have done a lot more there if I wasn't so fixated on the physics of the disc. I'm definitely going to address this in future post-jam updates, if I do any.
Game can be found here: https://itch.io/jam/gmtk-2019/rate/461473
All three mouse buttons are taken by the different throws (left spin, right spin, no spin). However, it would be easy to set up a trigger and recall with the same buttons if the disc is thrown. Perhaps I overestimated the chance of misclicks. :)
Thanks again for your feedback. I am getting some great pointers on where to take this moving forward! I am even considering a multiplayer version right now.
Thanks for your feedback! Those are all points I have considered, but had no time for, due to spending way too long on tweaking the physics. If I update this in the future, they are all on the to-do list. :D
Using different buttons to shoot and recall the disc was a deliberate choice, in order to avoid accidental combo breakers.
I have a one-bullet top-down shooter. I had the idea of recalling the projectile while it is travelling, but since it's powered by physics, applying a force towards the player while it is travelling in an unknown direction proved to be quite unreliable. So, I decided to make the recall work only at low projectile velocities to lower the randomness of the trajectory.
Judging by the comments on my rating page, I should have actually fixed this, instead of sweeping it under the rug. :D
Game is here: https://itch.io/jam/gmtk-2019/rate/461473
That's a very fun take on the theme and I love how it plays! The visuals also look great.
One thing I would add is some sound indications (and maybe icons) that show that you have picked up a weapon. I often found myself trying to pick up one when I already had something in my hands, because I didn't I see I picked it up while kiting the mobs.
Well done!
I would much appreciate some ratings and feedback on my top-down shooter/sports hybrid game:
https://itch.io/jam/gmtk-2019/rate/461473
I'll make sure to return the favor and rate as many games as I can.
Thanks for your feedback! I have thought about some of the points you mentioned. For example, I thought about making all non-connected tiles flash the same way antennas do. Once the jam's judging period is over I might take that a bit further.
However, due to time constraints this weekend, I had to cut some functionalities and mechanics that were in the original design concept. :)