I love the soul in your games! However, there are several things to consider for the next step :
1. The line in code to fire your weapon should come after your direction changes. This way your character will fire in the right direction on the first arrow press. TurdBoomerang (such a funny name) explains an instance of this miss-firing.
2. I think you need to finish on the Trinity hook. I felt like, while the game does have lot's of mechanics in place, it's kind of just a classic dungeon game.
3. That's all I can think of. Even though there are a lot of bugs ect. in this game, I think it really has potential because you are working on it. I wouldn't care that much for other games like this, but seeing your growth over the years is promising, and inspiring. Though I haven't subscribed to your channel, I really like checking on it occasionally, because I am in a similar boat (though of course, several steps behind) in the game development journey. I don't want to make an echo-chamber of your audience, but this is exciting.
Definitely some potential here! A map or smaller floors I think would be the biggest improvement to make to this version, though given this is an old version you may be ahead of that already. Still cool though, would play again.
The game is super fun to play and looks good. I love that your attacks explode when in contact with enemy attacks, and it all just feels good and fast. I did think the targeting was kinda awkward, even if it didn't get in the way of the fun.
Neat game! The pixel art is great, although I find the contrast on the floor tiles to be a bit distracting. The enemies and different characters are great. The aiming felt a little awkward but worked just fine. Fantastic start!
I love the atmosphere and the pixel art is really amazing. The little mushrooms are my favorite enemy and them kicking me after I've already died makes me chuckle. The only thing that stood out as not so great is that your attacks don't always fire in the direction that you're facing, but as far as game jam games go this is still a pretty solid one!
There are some cool ideas here! The pixel art and particle effects all look great! There is a lot of content for a jam prototype.
I wish the character select screen had stats/details - I wasn't sure if I was picking a character class, or just an avatar for my character.
The dungeon was very maze-like, it would be nice to have a map or some other way to see where I had been and where I was going.
The collectible companions are a really cool touch! It was a little difficult to read which characters were friendly and which were not. I picked the guy in the blue cloak, so it was especially disorienting that my allies were red, and enemies with the same sprite were blue. Both companions and enemies could also attack through walls. I spent a lot of my battles hiding in a corner while my companions beat up the enemies.
I noticed that my bullets did not always move in the right direction. If I am walking north and try to shoot south, my first shot will go east or west. I'm not sure if this was by design or not.
I had a dash ability that I could only trigger with the mouse, which I discovered by accident, since it was not listed in the controls!
Good luck in the jam rankings! This is a pretty submission overall. Despite the quirks, it's very impressive that you built a top-down procedural dungeon crawler with this amount of variety that looks this good!
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I love the soul in your games! However, there are several things to consider for the next step :
1. The line in code to fire your weapon should come after your direction changes. This way your character will fire in the right direction on the first arrow press. TurdBoomerang (such a funny name) explains an instance of this miss-firing.
2. I think you need to finish on the Trinity hook. I felt like, while the game does have lot's of mechanics in place, it's kind of just a classic dungeon game.
3. That's all I can think of. Even though there are a lot of bugs ect. in this game, I think it really has potential because you are working on it. I wouldn't care that much for other games like this, but seeing your growth over the years is promising, and inspiring. Though I haven't subscribed to your channel, I really like checking on it occasionally, because I am in a similar boat (though of course, several steps behind) in the game development journey. I don't want to make an echo-chamber of your audience, but this is exciting.
Definitely some potential here! A map or smaller floors I think would be the biggest improvement to make to this version, though given this is an old version you may be ahead of that already. Still cool though, would play again.
The game is super fun to play and looks good. I love that your attacks explode when in contact with enemy attacks, and it all just feels good and fast. I did think the targeting was kinda awkward, even if it didn't get in the way of the fun.
Neat game! The pixel art is great, although I find the contrast on the floor tiles to be a bit distracting. The enemies and different characters are great. The aiming felt a little awkward but worked just fine. Fantastic start!
I love the atmosphere and the pixel art is really amazing. The little mushrooms are my favorite enemy and them kicking me after I've already died makes me chuckle. The only thing that stood out as not so great is that your attacks don't always fire in the direction that you're facing, but as far as game jam games go this is still a pretty solid one!
There are some cool ideas here! The pixel art and particle effects all look great! There is a lot of content for a jam prototype.
I wish the character select screen had stats/details - I wasn't sure if I was picking a character class, or just an avatar for my character.
The dungeon was very maze-like, it would be nice to have a map or some other way to see where I had been and where I was going.
The collectible companions are a really cool touch! It was a little difficult to read which characters were friendly and which were not. I picked the guy in the blue cloak, so it was especially disorienting that my allies were red, and enemies with the same sprite were blue. Both companions and enemies could also attack through walls. I spent a lot of my battles hiding in a corner while my companions beat up the enemies.
I noticed that my bullets did not always move in the right direction. If I am walking north and try to shoot south, my first shot will go east or west. I'm not sure if this was by design or not.
I had a dash ability that I could only trigger with the mouse, which I discovered by accident, since it was not listed in the controls!
Good luck in the jam rankings! This is a pretty submission overall. Despite the quirks, it's very impressive that you built a top-down procedural dungeon crawler with this amount of variety that looks this good!