This is really impressive for a week-long jam! Here is some feedback I had playing:
- I loved the looping level design. Although the level as a whole felt a little bit large, y'all made areas feel distinctly themed, used cool indoor/outdoor variation, had a lot of cool verticality, and used good stair connections (not just in hallways, but in the center of rooms. This is great). I mention the level being a bit big because even though ranged weapons had massive cooldowns, the strat still felt like it was to run around until they came back online, which was not too difficult within the large space.
- The melee enemies were really hard when using a melee weapon. Even putting a translucent red sphere where they are attacking (or for their attack radius) would be better than nothing (assuming no time for animations, understandable!) because even though it may feel unpolished, it conveys that information to the player, which is essential.
- Assuming time constraint again, but a cooldown bar for attacks (especially ranged) would be great information to convey to the player. I also think lowering cooldowns would feel a lot better, but I'm assuming this was for balance.
- My favorite part was the ranged enemies. They had cool sounds and were dope looking.
- Finally, I really liked the flow of the game and the way you used the theme. I'm assuming that there were more plans for weapons, which would've been a fun great way to keep me playing, maybe even unlocking after x waves completed. The biggest change I would make would be that, after you die, resting fully heals you, and instead of healing instantly on health pickups, you find health potions that you can drink later to last longer during waves. I think this would better connect the two modes.
- Overall, super impressive work y'all. Awesome job.
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This is really impressive for a week-long jam! Here is some feedback I had playing:
- I loved the looping level design. Although the level as a whole felt a little bit large, y'all made areas feel distinctly themed, used cool indoor/outdoor variation, had a lot of cool verticality, and used good stair connections (not just in hallways, but in the center of rooms. This is great). I mention the level being a bit big because even though ranged weapons had massive cooldowns, the strat still felt like it was to run around until they came back online, which was not too difficult within the large space.
- The melee enemies were really hard when using a melee weapon. Even putting a translucent red sphere where they are attacking (or for their attack radius) would be better than nothing (assuming no time for animations, understandable!) because even though it may feel unpolished, it conveys that information to the player, which is essential.
- Assuming time constraint again, but a cooldown bar for attacks (especially ranged) would be great information to convey to the player. I also think lowering cooldowns would feel a lot better, but I'm assuming this was for balance.
- My favorite part was the ranged enemies. They had cool sounds and were dope looking.
- Finally, I really liked the flow of the game and the way you used the theme. I'm assuming that there were more plans for weapons, which would've been a fun great way to keep me playing, maybe even unlocking after x waves completed. The biggest change I would make would be that, after you die, resting fully heals you, and instead of healing instantly on health pickups, you find health potions that you can drink later to last longer during waves. I think this would better connect the two modes.
- Overall, super impressive work y'all. Awesome job.