I appreciate all of the feedback! I would like to address your last point about the bullets, there is no randomization for their aim/movement. The bullets are spawned rotated with the same forward direction as the gun and move in that direction using an impulse force
Boxfriend
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There is no multiplier for the sensitivity. It straight up uses your mouse movement at a 1:1 scale. I used Cinemachine with the input value gain set to 1. So for you, and anyone else experiencing super high sensitivity, check your actual mouse settings because high sensitivity in the game is due to your own mouse
I'm not quite sure what the goal here was, I feel like I walked around the entire level but didn't really see anything to do. I saw a health bar above the player's head but there was nothing that did any damage, the green circles just slid around when pushed but didn't do anything (I assume those were supposed to be enemies). The very short distance of the light also did not lend any help to navigating the level. If there was anything to do anywhere I didn't see it
I think i broke this one, clicking anywhere that isn't the retry button on the retry screen seems to just cycle the monsters randomly and change the score randomly. I ended up with over 1600 points or whatever that was supposed to be. If there was a bit more to it, like some objective or more than just clicking on some doors I'm sure this would have been pretty great!
I always enjoy a nice simplistic art style! There were a few bugs I encountered in this though, for example the rifle cannot shoot anything that gets into melee range so choosing that meant everything had to be shot before it got close otherwise you literally cannot get away from them. Also the slime things were not very obvious that they were enemies until they started moving. and enemies would frequently spawn outside the bounds of the level
Can't wait to see how you improve this one! Once it has better controls I'm sure it will be a lot more satisfying to play. I'd also like to see some feedback when clicking on buttons, without any sort of feedback (whether it's just an animation or sound) it sometimes feels like the buttons are not being clicked, especially when in the menu to buy a new slime and you don't have enough currency
The movement is modeled after The Binding of Isaac (much like the dungeon generation and attack style), it's not snappy because the momentum from moving does make an impact. Unfortunately not everyone is going to like that style of movement, but it was a stylistic decision and actually feels pretty satisfying if you are used to it.
As for the level, we only have a single level but it is randomly generated every time you play the game so while the experience is pretty short and there's not a whole lot of variety in it, the dungeon will at least be different every time you enter giving it at least a little bit of replay value. I admit it wasn't the greatest idea for a jam where everyone only plays each game once, but it was a super fun challenge to put that together and get it working as well as I had in such a short period of time
Not gonna lie, this was a bit frustrating to play. It seems maybe the movement was framerate dependent so it was moving incredibly fast as was pretty difficult to control. The bullet ability also appeared to be based on the direction the player was facing so moving around while controlling the bullet led to some weird behavior.
I did like the concept though and I'm sure this could be pretty great with a few bug fixes!
Thanks for the feedback! Binding of Isaac is actually a huge inspiration of mine, the combat and even the dungeon generation are heavily inspired by it! If you get a chance to replay the game a few times, you will probably begin to notice what I mean about the dungeon generation, it's probably the thing I'm personally most proud of for the programming side of this game, seeing it in the Unity Editor makes it super obvious that it is based on BoI (the old flash version, not the newer version with differently shaped rooms).
Honestly I'm super glad someone was able to make the connection!
Thanks for the feedback! I totally agree that the game lacked sounds, unfortunately halfway through the jam we lost 3 of our team members including the sound designer so the two of us left (neither of which has much experience with sound design) were scrambling to complete as much as we could and unfortunately sound wasn't a big focus (as you may be able to tell with the two semi-random music tracks we have).
Maybe after the jam period ends we may revisit the game and add some more sounds since we'll no longer be pressed for time, but I suppose only time will tell.
Thanks for the feedback! Until the very last minute before we built/submitted there was a decently clear indicator for which enemies were invincible (not real) and which weren't, the fake enemies are a bit transparent. However we decided to add a bit of lighting coming from the player at the last minute and didn't notice that made it harder to differentiate the real enemies from the fake ones, it was much easier to tell which were real when there was global lighting.
It just comes down to rushing things without much testing
I'm a programmer who focuses on C# with Unity. I mostly do 2D stuff and would prefer to stick to that, but would not be entirely opposed to doing 3D stuff.
If anyone would like to team up with me, feel free to reply here, message me on Twitter @aBoxfriend or on Discord boxfriend#4207
You can also check out my previous jam submissions on my itch.io profile
We had similar ideas! One thing to note though, it's almost impossible to tell that the tornado is actually moving with the ground being a solid color. You'll want to add some sort of variations to the ground so that you can tell when you are moving. It also seemed like the collectibles were almost non existent because I only found a single one. I did eventually find the edges of the ground texture though