BLASTOBLITZ is a top-down arcade shooter, where near every benefit has a downside. Using your own DNA as a weapon and your primary mode of transport, attacking an enemy will also propel you away from it!
3 diverse environments
10 unique enemies
many randomised stage modifiers
an original soundtrack
high quality pixel art graphics
Left click: shoot
Art and design:
Music and sounds:
You guys basically made a perfect version of the game I tried to make. It's literally better in every regard. So of course I don't really have any constructive feedback I guess. Very good job. Would be lying if I wasn't a bit envious.
Even that weird glitchy-effect at the edge of the map was a nice touch. Is that a filter layer effect or a 'surface' that's not being updated? It looks great.Submitted
Thanks! Glad you enjoyed it. The effect at the edge of the screen was originally accidental, it's the effect of not fully covering the application_surface with the background (so the contents of the previous frame are still visible). The background itself is just a bunch of lines that wobble around with a shader.
Art and sound really good, shooting for movement is interesting but a bit hard to control. I liked the choices presented too, defiinitely fit the theme. Game worked well until I died from getting stuck in corner and unable to shoot my wave weapon (it collided with the walls immediately).Submitted
The game feel, the art, the music, is all superb! I really love the effects outside of the border.
I did encounter a bug where one of the charging enemies somehow clipped outside of the room. If I didn't have the ally then I think the game would have softlocked.
Other than that, while it's cool that the game lets you loop, I didn't feel like there was any reason to play past the first run. I quit midway through loop three as I had gotten so much health and damage that it was trivially easy. I'm not sure how to fix it, because adding more enemies just meant I could blindly spray and get to the blood total in seconds.
Also, I really like the touch where the player bounces around a little erratically when bumping into walls, it works well as a way to prevent you from camping in corners.Submitted
Thank you! Yep, enemies clipping into walls is known, (got a lengthdir_x and y mixed up, whoops) just a small oversight.
The lack of difficulty is definitely the biggest flaw right now, also definitely because the game loop itself wasn't dont until a couple hours before the deadline, whoops. We should have an updated version do address that eventually.
I love the art of this game. I love the music. I love the gameplay! This game was simply well made. And it feels very polished as well!
The only gripe I would have is with the balance, which I understand is hard to strike without much playtesting and within the time constraint; After one point I was just able to hold down left click and spas my mouse all over the place and win before i ever came close to dying even after getting hit alot.
One thing that I would change to help this might be so that even after collecting a full bar of blood, the player must need to kill all enemies on board before the upgrade portal shows up.
Other than that it was a really fun game to play! :)Submitted
WOW! The first thing that blew me away here were the graphics, this is a really well made game, graphically and mechnically! I did find the "shooting moves you" element an interesting take, the only issue with this is I did find myself hugging the wall a lot and not seeing if I'd hit the baddies, but it didn't get in the way too much as the arenas are small enough to compensate this and it's likely down to my own gameplay - but the execution here is excellent, I really enjoyed this one, great job! :)Submitted
Pretty cool game there! The sound and visuals are neat and the game feels pretty satisfying!
Here are some thoughts/what I experienced: (food for thoughts)
- Didn't have a way to quit the game other than alt+f4 when I was full screen because there is no menu to turn it off and the usual shortcut (alt + enter) isn't available
- Managed to get "inside" a crystal, making me pick it even cause that was my only way to move out, while I wanted to shoot the other one
- The weird border artefacts feel sometimes distracting (but I don't think that was intended?)
- I wish the levels were a bit more varied, shape wise. Maybe have some sort of hallways, obstacles, drastically change the battlefield
- At some point I had 3 cards with the same bonus effects, including 2 that had the same negative effect
- The big "bracket" weapon gets its bullets destroyed if too close to a wall, which makes it hard to use
- Got a card that said "gain 1 permanent max HP at the end of the stage and lose 1 permanent max HP"
- The level naming kinda set me off because there is a space. so I was in level L21-2 and was confused because I didn't look at the current level much, but every time it said things like, L1 3-2 and i thought it meant like, Level 1 stage 3-2? So L21-2 reads as "L2 1-2" because of the space
- Stopped at L21-2; For some reason I kept getting "easy" crystals
- Speaking of which: I wish the game could be harder (like setting an harder base difficulty). Or rather, the difficulty didn't seem to ramp up very much / fast enough. I kept taking the hardest difficulties and kinda breezed through? I guess it paid to only take the most aggressive buffs. Maybe the game would have gotten way harder after a dozen of levels or something but I didn't have the patience because I wasn't having much challenge
All that being said, the game felt pretty enjoyable!Submitted
Thank you for the detailed list of criticisms!
- Oops, never really tested in fullscreen so it didn't occur to me lol.
- Still not sure how to solve this one - maybe making them take more hits to break would fix it, but then you'd be pushed away from the crystal too much while trying to break it.
- The border artifacts are intended, but I haven't really seen anyone else call them distracting, maybe a different effect would be better out there.
- Also a fair complaint.
- Yup, it wasn't really finished. Only half the intended weapons made it into the game as-is.
- This is by design, that card combo still makes you lose 1 HP for the duration of that stage.
- The name with the space is correct, 'L' standing for loop. I can move the loop after the stage number to make it more obvious.
- Crystals scale both with their difficulty and how far you are in the game, but the difference should be much more significant in both cases.
- Yup, the game's difficulty is definitely it's biggest issue. Unfortunately, the game loop wasn't really complete until a couple hours before the deadline (and there was still stuff to do) so we weren't really aware how the game would be balanced until after the deadline was over.