My friend, you are overqualified. LMAO. Full marks, here's some bugs/issues I found:
1. it's possible to pushback enemies offscreen, where they become unkillable.
2. Mastervolume is a bit low- raise it up a few dB
3. Enemies spawn too much when just beginning- or, ground tiles break too quickly. But, once you get some power and upgrades, things balance out well.
4. No clear indication all enemies are dead in a room besides pressing my face against room entries.
Theme adherence is strong as this is definitely a roguelite, and roguelites by definition lever loss of run : cost of progress. However, I think you can do even better. Maybe you can chose some upgrades that have that corrupted stat, but other good stats?
Thanks for your kind comment kharmachaos, really appreciate this. This is my 2nd game jam that iv entered and iv been building up to finally start to make good games. Thanks for pointing out the bugs and issues, I definitely could have done much better with this especially with the basis of how enemy’s spawn.
Should have put more time into the fundamentals of which you talked about but I have a tendency to give as much importance to the visual aspect and immersion as I like to perfect that part of it too 😆
I’ll be making more! Thanks again for the kind comment and feedback feel free to reach out to get in touch on socials or something
Oog, I was tired and somehow I completely missed telling you how much I loved playing this?!?! This was fantastic to play and I actually had to force myself to stop playing it, it was that good. And for a SECOND gamejam entry? Omg you will go very far in gamedev. *senator palpatine meme* I will be watching your career closely ;3 (I'll give ya a follow, but of course, no pressure)
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My friend, you are overqualified. LMAO. Full marks, here's some bugs/issues I found:
1. it's possible to pushback enemies offscreen, where they become unkillable.
2. Mastervolume is a bit low- raise it up a few dB
3. Enemies spawn too much when just beginning- or, ground tiles break too quickly. But, once you get some power and upgrades, things balance out well.
4. No clear indication all enemies are dead in a room besides pressing my face against room entries.
Theme adherence is strong as this is definitely a roguelite, and roguelites by definition lever loss of run : cost of progress. However, I think you can do even better. Maybe you can chose some upgrades that have that corrupted stat, but other good stats?
Thanks for your kind comment kharmachaos, really appreciate this. This is my 2nd game jam that iv entered and iv been building up to finally start to make good games. Thanks for pointing out the bugs and issues, I definitely could have done much better with this especially with the basis of how enemy’s spawn.
Should have put more time into the fundamentals of which you talked about but I have a tendency to give as much importance to the visual aspect and immersion as I like to perfect that part of it too 😆
I’ll be making more! Thanks again for the kind comment and feedback feel free to reach out to get in touch on socials or something
Oog, I was tired and somehow I completely missed telling you how much I loved playing this?!?! This was fantastic to play and I actually had to force myself to stop playing it, it was that good. And for a SECOND gamejam entry? Omg you will go very far in gamedev. *senator palpatine meme* I will be watching your career closely ;3 (I'll give ya a follow, but of course, no pressure)