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unboxedentertainment
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This was my first jam, and I agree, the feedback was super helpful, giving me ideas on what to fix to make the game decent and hopefully fun. It definitely beats coding in a vacuum. Also just the pressure to get a complete game done quickly is great. Since this isn't my job, I have a lot of games that I've started that just sit when life interrupts. I'll have to rethink how I approach some of those.
Huh. I wonder what happened with the resolution. The game definitely needs a lot more playing/testing/bug fixing.
A lot of people had difficulty hitting the invaders. I need to look closer at that and figure out how to make things in the game more obvious (like when you hit something and how far away things are... Hmmm... I could ray trace and display a distance on the gun, that might be cool, but might not help. Item 30 on the list to try to fix that, lol). I also need to make things like the powerups and enemy spawning pop more, visually/audibly.
Thanks for trying the game and giving some feedback. If you have any ideas on what would make it more streamlined/fewer options for you, and thus more fun, let me know.
Thanks. That seems to be an issue a lot of people have with it. I'll have to figure something out to make it easier to understand if you're going to hit one of the invaders, or at least something to show you just how far away they are. My first instinct is to just make the projectiles faster so you immediately know if you hit one, but that doesn't really let you know how far away they are/give you the feeling of scope/distance. I'll probably have to try a few different things. Thank you for the feedback though.
Fun game, and a cool take on snake. My only complaint is that at times I didn't know I was moving, because the snake jumps square to square, so if you're next to a wall, it's a little disorienting, and I wasn't sure if the game had frozen. It's a little different than the original game, but even jumping 1/2 a square at a time instead of a full one would probably fix that, or checkerboarding your ground/walls if you wanted to stay with a square at a time. Still, fun. Cool entry.
The retro look is fun, but the controls are a bit too unforgiving for me to last at all. A much higher friction amount might help, I'm not sure. Still a cool take on the theme.
I did try running into the other vehicles to see if maybe the blocks would interlock, tetris like, giving you a larger more sluggish vehicle, maybe having lines disappear if they complete.
The look is cool, I'm just not good enough for it. Starting out, it would be nice if the gaps were a little larger, and then they could get tighter later on, so I get sucked in to the game before I die. Still, I found myself trying it multiple times.
Does the karma do anything, or is it another point system for destroying cars?
Thanks! Yeah, the firing up is kind of weird, I should make the projectiles faster and/or make the trails longer, because at first the enemies are pretty far away, and it's definitely difficult to tell if you fired accurately.
With the changing cover, I was hoping to have the ground enemy ai a little better, using them for cover and all, plus giving the player cover, but it definitely needs more work/find tuning.
An idea I had, but didn't get a chance to implement was to ( in addition to the pilots appearing when you destroyed a ship), have waves of squid enemies run through the ground and attack you (dumb enemies that just race to your location in a swarm and either attack or explode), so you couldn't ever just look up, unless you where playing on easy.
After the jam voting I really want to do more work on this.
Thanks, and thanks for the feedback. I totally agree on cross hair, I made it way too hard to see, and the hit boxes definitely might be off, I'll have to play test it more.
The projectiles aren't using gravity, but I think I have them moving too slow at the start. I wanted to be able to give the user the projectile speed power up, but you're completely right, it makes it hard to tell if you shot is working at all. I'll have to rethink that, maybe make it faster to start, so you can immediately see the impact on the shields, and just drop projectile speed as one of the power ups,. I'm not sure.
I was hoping to get the hard level done before the end of the jam, and have one more set of enemy types, the Octopus (their ships and then a ground enemy for them), but I ran out of time. After the voting, I think I'll work on this for a while, make it the game I wanted it to be.
Again, thanks for the feedback.