Move with WASD. Melee Attack with SPACE BAR. Ranged Attack with LEFT MOUSE. Change upgrade choice with UP ARROW or DOWN ARROW. Select upgrade/clear dialogue with ENTER.
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Lv. 38
The idea is interesting, but not quite fully captured. The first time I played I couldn't even find the ugly so I was just wandering around aimlessly. You should probably start next to the guy so you know where to get upgrades. I would also like it if there was some reason to get the upgrades. Maybe there could be a series of increasingly stronger prey that you need to fight by obtaining upgrades from hunting weaker prey.
The deers move too fast and take too much damage, so they're really awkward to kill. Sometimes you can also just die because they randomly change direction towards you.
The sprites for the player and deers are good, but the background really needs some more work. The blank background is really disorienting when there's no static point to focus on.
SubmittedSeven Sacrifices
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Lv. 13
Interesting game. I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/Ub8Q0nEDs3I
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Patron
Pretty much unplayable :/ Shooting is slow, melee is very hard to land, and deers are way too fast. Plus you get killed in no time.
Also, don't know if you noticed but you put your installer (avoid that) in you project files, and shared everything (sharing the project files is ok, but as source code). I guess it's a first time, but it really gives the impression that you didn't even try.
SubmittedThanks for your Sacrifice
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Lv. 37
Not balanced, not finished, and not fun.
I can kinda see what you were going for with the theme, but this is as unfinished as a project can go, and even the little content that is in the game files is not really balanced, you don't do enough damage, and the background makes movement really confusing.
SubmittedShelfless
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Lv. 4
The core gameplay seems okay, but it's marred by a few things:
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The background makes it difficult to tell when you're moving. Since there's no pattern or decoration, there's no reference point for the eye. This wouldn't be a problem for a game on one screen, but this is important for a game that scrolls. It kind of like wandering around a void.
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There needs to be some indication for the shooting cooldown. At the moment, there's not enough feedback and it makes the shooting feel unresponsive.
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The deer move too fast and too randomly! I've found that making enemies do one or the other is best. So, move randomly and slowly or move quickly and predictably. Otherwise it makes hitting things feel like it mostly comes down to luck.
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Adding some basic sounds would really make the game more satisfying. Sounds for hitting enemies and being hurt are the most essential!
I know how difficult it is to finish your first jam game, so I think you did well. It works and there's gameplay. Seriously, good job!
SubmittedMONOLITH
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Lv. 2
Thanks for the feedback.
Yeah, I definitely agree about the background. I planned to change it, but didn't get around to it; which is pretty bad since all I would have had to do is add more mountain tiles to the screen.
Yeah, that's a good point on the shooting cooldown; it probably feels kind of broken at first.
Yeah, I made the deer too hard to catch. I definitely want the movement randomized in both direction and speed, but I should have lowered their max move speed. They pretty much can't be hit with your sword unless they are moving towards you.
Yeah, I certainly should have added at least some sound effects; even if it was only for hitting or getting hit.
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Lv. 10
The idea was very nice and the ugly guy is very funny, but the map is huge (you can easily lose sight of the deers), the deers are very fast and the initial firepower of the main character is far below the average.
On your next jam, try to focus in smaller maps, fewer enemies and simpler objectives as that'll help other players know your game better. Oh, and like bucketbomb said, don't use installers for Game Jam, they'll scare people away from your game.
SubmittedThe Tears of Lorem
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Lv. 2
Thanks for the feedback.
Yeah, the hero and deer both needed a lot of fine-tuning. The hero starts too weak, but with a enough upgrades snowballs into becoming too strong. The deer were supposed to be tougher to catch, I was trying to compensate for that by creating more of them so you weren't always chasing one lone enemy around; but that was probably not the way to go as it could make for a rather frustrating start.
The maps being too big hadn't occurred to me. I figured they were just too bland looking and barren; in many parts of them it can be hard to tell that you are even moving. Making the maps smaller would be a decent solution though, not that more map features wouldn't help too.
Thanks for the advice on installers. I had to run the application before I really understood the installer issue. Normally I just play around within Gamemaker, creating executables from it is new to me (not that it's in any way difficult).
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Lv. 5
Good start! The base idea was fun, but a few things got in the way: the reload time is too long, there's no sound, and the deer are too fast (especially considering they can leave the frame and disappear). PS: Please don't use installers for game jam.
SubmittedChaos Conquest
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Lv. 2
Thanks for the feedback.
Yeah I definitely need to fine-tune the projectiles reloading time for sure, it starts too low and upgrades too weakly at the start. Plus upgrading it just incrementally decreases an alarm that sets a variable back to true, so too many upgrades will probably make projectiles stop working altogether.
Yeah, never got around to sound, I basically rushed the sprites for the deer and big guy at the end. Regardless, some sort of sound would have been a big improvement.
Yeah, I didn't fine-tune the deer hardly at all, I was just going for randomized, yet reactive movement. So yeah, chasing down deer without a lot of upgrades can get time consuming.
Thanks for the advice on installers. I didn't even get what you meant at first, then I ran the application and got it. Normally I just play around within Gamemaker, not creating executables from it.
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