The story was ripped from one of our DnD campaigns, which is why there's so much detail despite it not being a priority. If your problem with the art is that it's too noisy, then the nice, polite, and constructive way to say that is to say it's too noisy. We are not game devs by trade, so our workflow perhaps isn't as streamlined as it should be. Plus we got a late start do to work and personal factors (we didn't actually start on the game until about mid-day on Saturday). I'm done replying here. I'm well aware the game isn't "good", and I plan to make improvements (including to the main mechanic, which yes I agree wasn't done that well).
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The game is nowhere near what I wanted the final product to be and I honestly wasn't fine with it until I read other comments in the thread. If you read my responses to the other comments in the thread you can easily see my own thoughts on the game and how I feel I could improve it, and how I plan to improve on it once the rating period is over. It's not the fact that you're critiquing the game. It's the way your choosing to go about it and the quality of your criticism. Yes, this game is below the standards of other games in this jam, and it's also above the standards of some other games in this jam. The goal was to make a game that achieved a rating of ~3 stars or so, as that would be outperforming our submission from last year. If we get that and manage to improve the game later then I'm fine with it. The problem with your criticism is that it isn't helpful to say things like "the art hurts my eyes" and to complain about how the story is bad when the story wasn't even the main focus during development and to complain about us not using the tools we have when we literally were.
Thanks for your comment. I can tell the criticism is trying to be constructive but it comes off as condescending, especially when you incorrectly assume our ages, straight up insult the artwork ("it looks like it was drawn in ms-paint" and "it hurts my eyes" are definitely not constructive comments to make), make suggestions for fixing the story that simply wasn't feasible for us to accomplish with our workflow as a two person team in the allotted time, and assert that we aren't using Unity's physics when we are (Edit just to make it more clear: Literally all of the movement is physics based). Honestly, I can't tell if you're a game dev or not but your comment comes across as someone who hasn't participated in a game jam holding us to a higher standard than necessary.
Edit: I might keep adding edits because I keep finding things to respond to in your comment, but I also wanted to add that you didn't even take the 2 seconds of effort to check my page to see if this was our first project or not before just assuming it was, which is another thing that makes your comment come off as ignorant and condescending.
Sorry you encountered that bug! We had very limited time for testing and didn't catch it. We also didn't have quite enough time to animate the enemies, although I agree it would have added a lot. The final boss is supposed to have a random chance of dropping a health potion in front of you every time you hit him, but this may make it difficult to fight him if you didn't have that much health to begin with when you got there. Again, we had limited time for testing. I think I only played through the submitted project once, and even then I think I got to the boss by just jumping over all the other enemies.
Thanks for your feedback! I'm glad you enjoyed the story! That was the work of my artist/girlfriend and I feel like she did a great job with it. I kind of intended for shooting the magic to feel slow and stop your movement to add some difficulty to it, but I think some more work needed to be done on the monsters to make that approach viable.
Thanks for your feedback! I agree with you about the lack of polish. Unfortunately we bit off a little bit more than we could chew and that led to some pretty significant compromises in what we submitted, the biggest of which in my opinion was level design. This resulted in the straight line path with enemies just spam-clicked in seen in the final product. I'm glad you enjoyed, and you can probably look forward to improvements once the rating period ends!
Thanks for the feedback! Unfortunately we didn't really get enough time to animate the enemies to add proper telegraphs. I tried to add a particle effect to telegraph the attacks but I'm not sure how effective that was, especially since I completely forgot to limit their range so they shoot at you from off-screen.
Thanks! All the planes move forward at a constant rate and have a set turning speed. The AI for the player plane chooses a random direction to turn (or to go straight) for a random amount of time between 0.5 and 2 seconds, and just does that over and over. The enemy AI just constantly tries to rotate towards the player. It's actually super simple, and I was surprised how well it turned out!
Thanks! The plot came about from just riffing on the premise with my friends. Someone pointed out that I had chosen to base the enemies on German fighters and the player's plane on a model that was really mainly used in the pacific so I figured "eh, the pilot is probably just that drunk" and ran with it.
Thanks! Sound was very low on my priority list, and I didn't quite have enough time to get it added in. In retrospect I probably should have focused on it more than I did because coming back to my game after playing other submissions makes me realize how much sound can really add to a game. It was my first game jam though, so that's something for me to keep in mind for next time.