Please let me know what resolution/aspect ratio you were using so I can test it in-editor as well as re-anchor the canvas elements.
The zombies not attacking.. I actually noticed this just hours after the deadline! This occurs because the slower zombies think they've "reached their destination" so they stop moving, but they haven't moved close enough for the player to enter the trigger collider to deal damage to the player! As far as the crash you experienced, I've seen others report this as well. There is a crash that occurs when dying that I am looking into fixing.
Thanks for playing!
moejorris
Creator of
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Thanks for your feedback! However, there is actually no dog round. I think what you're referring to is the zombies getting faster which starts at round 5. As far as the crash when you died, I will be looking into that! I'm considering adding significant updates to the game, let me know if you would be interested!
I definitely plan to fix the mystery box crash, I'm fairly positive I know how to fix it. As far as the zombies attacking when the player is within range it is supposed to use an InvokeRepeating that only stops when the player leaves range. I will definitely be looking into that as well. Thanks for playing!
Thank you for all your feedback! I did incorporate a lot of while loops for the mystery box and the zombie spawning so there is a fair chance that is the cause to the crashes you've experienced. If anyone here would like to see updates to this, let me know! I really loved working on this project and wanted to put more time into it than I had. I definitely would love to add more weapons, fix bugs, and maybe even more maps if there's a demand for it! Let me know!
I will definitely try to fix the soft locks, as well as the zombies not attacking, but like I said reply to this if you want to see anything else done to it!
P.S. - For those of you that crashed when you died, there is supposed to be a Game Over! type screen that appears, but I believe I know what is causing the crash before it appears.
Thanks for playing!
This game was done mostly well. I like the concept of an old school arcade "shoot the screen" kind of game, but it was heavily impeded by not being able to see where my mouse cursor was. I also felt like I was fighting rotating the camera while trying to place my (invisible) mouse cursor on an enemy. I think being able to reload before you empty your clip would also help.
Having enemies come at you from the front and back is a great idea, but I think some indication to turn around would greatly improve the experience. Overall, this was pretty well done.
This is so far the best I've played so far! The platforming mechanics as well as the cursor implementation are done very well. As someone said before you can exploit the box manipulation to float around, but I think a simple fix for that could be to make the objects not interactable with the player while they are being dragged, but that's a very minor problem. The puzzles to solve were done very well and felt very satisfying to complete. The gravity mechanics were genius! The only gripe I had with the game was that I could not figure out how to properly complete the first level, I would grab the first jewel off to the left and then the level would end itself. It did not hinder my progress at all, but I figured it was worth mentioning.
Ui, shooting, reloading, animations are all well done. I found the difficulty spike quite a big deal, as I struggled and could not complete level two. The Ui is all very informative. I also found a bug that when you die and restart, time.TimeScale is not set back to 1 until you pause and unpause. Just thought that was worth mentioning.
The Ui and background all are very well done. I think the gameplay is a little lacking, I think adding a form of movement could benefit the game, as it feels a little stagnant currently. Also for me, what I'm assuming is supposed to be some form of a muzzle flash particle effect just appears black and blurry. i think the game could also benefit from a pause menu.
This game has a very cool idea, but I think due to the controls, as well as the lack of feedback hold it back. The concept of using 1, 2, 3, and 4 to use attacks is not new, but a lot of games that use them often have the player move with the mouse. In this game I think adding the ability to use the special abilities by clicking on them as an additional option would add a lot.
Going more deeply with the attacks, I thought they were a little hard to use as I could not tell very easily if they had landed without looking at enemies health to double check. I think adding some visual like a particle effect as well as adding a sound effect when attacks land would help this a lot.
Attacks can also be interrupted by other attacks. I found that the most efficient way to attack enemies was to walk up to them, and then press 1, 2, 3, and 4 all at the same time, which would usually kill enemies in one shot. Being able to do this I'm assuming was not by design, and would recommend looking into a way around this. I think locking the enemies and player in place when attacking them would benefit the combat as well.
Overall this game was a simple concept done well. I have a few gripes that I will detail below.
Level Design/Waves
The waves themselves look very well done, but when moving, I had a little trouble figuring out where I was in relation to the objects I was supposed to pick up because the waves themselves almost look as if they are not moving, only the texture of them scrolls. This led me to get lost a few times. The waves themselves in terms of floating on them and jumping off of them worked very well, but I often found myself missing a chest when I shouldn't have because I jumped just a little too high off of the wave.
Graphics
The boat, water, treasure chests, and solid colored outline on the chests and obstacles all look very good.
Player Feedback
The player feedback is fairly limited in this game. There are no sound effects which is always a miss for me. The Ui is very informative however, so I commend you for that. The particle effect when boosting is well done. I think a sound effect or another particle effect when beginning to boost would be very helpful as well.
Controls
The controls where a little difficult. Using the A and D keys to turn rather than moving left or right makes sense, but I felt at time the speed at which the boat rotates was off. I often felt like I could not turn fast enough to reach an treasure chest.
Summary
This game was very well done in terms of what it set out to do. I think adding sound effects and tightening the controls just a little bit would greatly improve this project. Well Done!
Graphically the game is very impressive. The game seems to be very animator driven which comes with pros and cons. If I am correct in this assumption, it explains why the player seems to move very slowly when strafing only taking one step at a time. The player lerps smoothly to the direction the camera is facing when moving which is a plus. The game held my attention quite well, and I enjoyed my experience.
My main gripes are with the gameplay.
Slow Motion
The slow motion effect sounds cool conceptually, but here it adds very little. In many other games, the slow motion effect applies less to the player than the enemies, allowing the player to make more precise decisions faster than the enemies could react, but here the player is just as effected by the slow motion than the enemies, making it add very little and making the game fully playable without it. What I would suggest is to make the player's bullets at least full speed when using slow motion, or making them travel faster overall.
Shooting
Not using hit-scan bullets is totally acceptable, but in this game I really felt like I had to fully predict where the target would be seconds ahead due to the slowness of the player projectiles. The mouse seems to have some sort of dead-zone effect when aiming, making precise aiming very difficult. Also due to the level object's colliders there were many times when both I and the AI attempted to shoot each other but could not due to the many invisible walls across the level. Due to the side position of the third person camera angle, I also often felt that enemies could see me around corners well before I could see them and I had to retreat and wait for them to cross the corner before I could return fire and see them.
Limited Player Options
This is more of a nitpick, but I felt very limited in my options as a player. I think the game could really benefit from some evasive maneuver, like a dodge roll that shrinks the players hit box and also quickly thrusts them out of danger. As I said above, the slow-motion felt more like an optional choice rather than a critical gameplay feature, which only leaves the player to walking, running, and shooting. I think adding a hip-fire (shooting without aiming) could also benefit the game so the player can at least return fire in some way while trying to avoid enemy shots.
Ui
The Ui also felt limited in the information being provided. The first time I saw the blood splatter effect, I had assumed that was my health bar (like call of duty), and the white bar at the top would indicate how much slow motion I could use. I was wrong in that assumption of course, and having them both be the health bar was a little confusing. I think making the health bar a little more obvious (making it a different color like green or yellow) and adding a background to it, or even adding text, could greatly mitigate the confusion in trying to figure out what it was without having to lose health to test it.
Ai
The Ai's behavior was a little confusing to me. They do have the basic behaviors of walking, running, shooting, and pursuing me when they are shot, but I felt that their behavior was a little erratic in terms of when they would pursue me. Sometimes I felt like enemies very close to me would not be alerted by my presence (unless of course they were shot) while other enemies far away without being prompted would try to shoot me.
Summary
Overall I felt the game was very well put together, with a few minor nitpicks that could be improved upon. The shooting, slow motion, and enemy ai all function without breaking or programmatical errors. At no point in the game did I have to close it and re-open it because it broke. I want you to know that I went as in depth as I did because I think this game is on another level of quality and has a lot of potential, and adjusting or implementing some of the things I mentioned above would make it that much better. In no way is anything about this game bad, everything was very well done!
Thank you for your feedback! As far as eating apple goes... I'm not really sure why I did it. It seemed fun and kid-friendly which is what I was going for as far as why it's an apple, but I do appreciate input from someone who is knowledgable on snakes! I also largely based the art direction on the Google version of snake, which can be played in the search engine by simply searching "snake game", which also uses an apple for the collectable sprite. I said this in a reply to someone else, but I avoided making the snake faster over time/as score increases because I noticed in my own playtests that I thought it was really hard after reaching a certain amount of score (around 20 or so) because of how long the tail gets! The more I see comments about the speed and input delay the more I think it was a missed opportunity, and I think given the chance I would definitely at bare minimum increase the speed as the game goes on. Thank you for your detailed feedback! I liked your game a lot and it was very impressive to see a side scroller in JS!
Thank you! JS has a feature to save data to local storage which made it very easy to implement. You're not the first person to mention the delay so I'd like to clarify it a bit; the snake can only turn in the center of a grid space so that he stays aligned with the grid and doesn't run into his tail too easily. The game does actually store what button you press to turn regardless if you're on a grid space or not, it just doesn't turn until you're centered on a grid space. I hope that helps explain and I appreciate your feedback!
PS - A way that most snake games avoid this feeling is by moving the snake an entire grid space at a time, by reducing the framerate or increasing the frames in between each grid movement. I avoided that because I wanted to make the snake move smoothly, but making the snakes speed faster in general would greatly reduce the feeling of input lag. Thank you again!
Your game is well made, but feels a little static and up to chance. I didn't really feel like the rotten fruit was any harder to avoid than regular fruit, and it felt like both good and bad fruits spawned at complete random and their speed was given the same treatment. The art is very good, but it was hard to tell where the hitboxes were for the player and the fruit as sometimes I felt that I should've been able to avoid a bad fruit when I didn't. I think some progression would also help the game, as it felt like the pace of the game didn't change at all as I played which I think making it faster (spawn rate) would make it harder as time goes on, or you could scale it by the players score (more score = more difficulty). All in all you did well and I like your menu screen. I think one other thing you could improve upon would be adding some more animation to the player.
This game is simple but fun! I got a score somewhere over 1000 before I died, so it's definitely possible to score but not too easy. The movement for the dolphin feels very nice, and at first it was a little jarring how he moves slower to the left than the right, but I got used to it and I understand why you made that decision. The fish are fun to collect and give good feedback. One suggestion I would have is to make the higher scoring fish move faster so it is a greater challenge and more rewarding to collect because on the surface it felt like it was just as easy to collect as the regular fish. I think my only suggestion for your game is about the visuals, as the art is very pixelated and doesn't look to be made that way. I think either making the sprites higher resolution or finding pixel art versions of the graphics would greatly improve the visuals. I also noticed the background has the same issue, but it also doesn't seamlessly loop. I think you should look into @jjdeglow 's suggestion on fixing that. Overall it is a very fun game to play!
Also please consider adding the game to be playable in browser, rather than having to download it, extract it, and play it with a live server in VS.
Overall I think this is a very cool concept, but the pace of the game is very fast and makes it hard to keep up with. Due to this, it makes it very hard to familiarize yourself with the cards. My first two playthroughs I was just selecting the cards with the highest number and was confused why I kept losing. I think starting the enemy off at a lower rate at which they place cards and then speed it up in relation to how low their health is would help a lot. The game is also very loud. I like that you added background music and sound effects, but it can be a little overwhelming how many sounds are playing at once. As far as the technical side goes, I didn't see any bugs that I could find, and the card system works very very well. I also like that cards will disappear as you've used them and the cards you can't use also disappear. The player feedback felt lacking despite all the sounds being played. In this aspect I wish I could say more as I am not very familiar with these types of games. Overall, I think your biggest issue would make the game start slower and speed up and this would make it a lot easier to start and add some interesting progression. This is a very good submission and I enjoyed it a lot once I understood it! Good work!
Overall, very simple but engaging! I am a big fan of browser games that are top-down shooters with this kind of control scheme, I think that is partly because I am a big fan of shooter games in general. Your game has an easy to understand concept, but I have some things that I think would really help without changing too much.
1) Add a crosshair; adding a small sprite that is set to the position of the mouse cursor will make it easier for the player to connect in their mind that the mouse position is where the player's bullets will go to.
2) Add feedback when the player takes damage; when the player takes damage, their should be a sound effect and a visual indicator (like the player color changes to red for half a second or so) to indicate better to the player. Although the text box with lives in the top is accurate, I found it hard to check due to the next thing I'm going to address.
3) Fix the text overlapping and canvas size; I noticed your game is cut off slightly by Itch.io. Although your games canvas may be the same size as the itch.io window size/canvas size, I noticed itch.io adds some padding on the left and top edges of the game which pushes it just slightly out of view. As far as the text goes, I would try shrinking and rearranging where your text elements are on the screen, as they were hard to read, especially when having the dual-wielded pistols equipped.
4) Add more feedback to the bomb; The bomb's feedback when exploding is great, but before it explodes, it is very static and can even be hard to tell what it is. I think adding an animation to the bomb like making it fade back and forth between it's regular color set and a red color would invoke a sense of urgency to the player that is lacking. Adding a hissing noise (or some kind of noise that would give the sense of a fuse being lit) would also greatly add to the feedback to the player that it's very dangerous.
I know I wrote a lot here, but it's largely because I like to be very descriptive. Your game is very good and fun to play! I really didn't see any bugs in your game besides the text overlapping, and the gameplay itself feels good and is very engaging. The art is also very well done in telling the player what each object is. You did a very good job here!
Overall this is very impressive! The side-scrolling effect is done very well as far as the level and player movement goes. A moving camera to my knowledge takes a lot more work to do in JS and I'm very impressed by your implementation. I would like to note that due to the nature of the way the good and bad data spawns in, and the way the player jumps (look into variable jump heights, like Mario and sonic games) it was difficult to avoid the bad data when trying to get the good data to score. I also encountered an error where a monster got stuck in the floor and I was unable to destroy him. I think some feedback that could be implemented is a special sound effect or more noticeable feedback when the player is invincible. After a little while I realized the player character did turn blue and the text in the top left appeared but I missed those initially so I think a sound effect would add a lot here. I think some type of progression would add to the game, like making the game harder the longer you play it, rather than just ending after you reach a certain score.
Please do not take my nit picks to heart. This is a very well done game, with good graphics, sound effects, player movement, and camera movement. As far as I can tell you are the only one who tried to implement a moving camera and you did it very well. All in all, great job!