So would having potions interact with one another (for example, the frost potion could work with the electricity potion to create a slow'n'damage zone.) But those are throughts for the future. Having the chance to customize one's loadouit before the level begins could be an amazing way to build on this. Gameplay - The core game loop of directional potion-throwing is simple, engaging and innovative. As such, you might want to either explain the pickups better or make them pop out more to the player. Till I had exhausted the fire/bomb potion, I didn't even realize that there were pickups scattered on the ground. If the different types of enemies were supposed to be a difficulty progression, it wasn't clear to me. The enemies have different models, but they all behave the same and have the same speed. The tileset is simple and gets the job done too. The sudden jump into the game is not only startling, but can shock the player into losing a life before the game even begins.Īrt - I love the simple-pixel art style of the game, the animations are good too, especially those on the electric potion. Have them fade out in a minute so that the player gets a hang of things. Tutorial - I like how the tutorial is laid-out, but you could literally have those controls as a seperate layer (semi-transparent) in the main game. You might want to take that in consideration if you choose to continue developing this game. Many people are put-off by windowed settings though. Kinda sad to see that the game doesn't have a 1080p option. PlatformsĪlright, to begin, great job - especially for a small jam. No external resources used, all assets where created during the gamejam (excluding Garage Band presets).
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