As #GM48 finished, i uploaded the post-jam version on https://pluixel.itch.io/shrinkworld
Hope you'll enjoy it!
ShrinkWorld is a roguelike shooter game in which you play as an old magician. You fight your way to victory in a deadly arena. But beware, through your progress you will have to take wise choices.
Controls
Gamepad only
Notes
Known bug / Major problems
I already decided to continue the development of this game. I think the concept as a strong potential. Also 48h were not enough for me to develop the game to the point i wanted. So if you like the concept be sure to follow me on twitter or join my discord :
https://discord.gg/Ydbv8n
Enjoy !
Cool idea, but it feels a bit bare-bones right now. I think it could me more interesting if there was a larger amount of choices instead of the same two each time. Maybe there could be an option sacrifice/gain life in exchange for something else? Not a fan of the camera control - it gets really disorienting when trying to aim, especially without any kind of smoothing. I did like the sprites for the characters though.
First of all, never, NEVER make a game that's only playable on a gamepad. It severely restricts the amount of people who can play and rate your game.
Secondly, it was incredibly difficult and frustrating to hit the enemies. A game like Bleed works so well because 1. the bullets and enemies are big and 2. you fire automatically. Here, it's more of a slow-paced tactics game, and such precise aim is very tricky to do on a gamepad.
I didn't like the controls sorry, I prefer mouse and keyboard. It is hard to aim with gamepad. Also I think camera moved way too much and was 'janky' while trying to target with right stick, here is video.
https://youtu.be/dHD9-EIWJXo
Video shows how much camera could jump around when I tried to aim (Which also made aiming harder).
I think camera should have stayed on place and have indicator in which direction you are aiming at.
Idea itself was fine and it had nice pixel wizard pig.
Pretty cool, liked the different enemies a lot.
As someone who has been a PC gamer for most their life, and has only recently started using a gamepad, aiming with the stick was really tough. I would have been much happier aiming with the mouse. The lack of sound was also a bit jarring.
Aside from that, pretty cool concept and game, I hadn't seem something like this before. Good job!
I like the concept, and I encourage you to continue the development post jam like you've said you want to!
Like others have already said, the camera movement was way too harsh. I think it's a valid idea to have such a camera in place, because the stuff that you want to be looking at are always also where you're aiming towards. If the movement of the camera was milder and smoother, it would be great. Also it would help with aiming if there was a crosshair or an arrow pointing from the player character towards aiming direction.
Otherwise the controls were fine although there's an issue with the collision with walls - you get stuck in them if you try to walk alongside them. It would be nice if you could walk diagonally towards them and just slide. With a large map it's no bother because you rarely need to go close to the walls but once the map is really small, getting stuck all the time gets a little jarring.
The game loop of choice->battle->repeat was nice. As for future development, I think you could think of what kind of other choices there might be - maybe the player could be given even more than two choices. Some could give you some HP back, maybe some could put some beneficial elements on the map (cover, health packs, loot etc.) or give some sort of promise as to what enemies or other challenges you'll face next. Another idea worth experimenting with could be that the choice that expands the map wouldn't take anything else from you. It's already a punishment that you're missing out on upgrades when the enemies are still getting tougher.
Thanks for the feedback it really helps!
First i already fixed some things like camera and small bugs. So i encourage you to follow me on twitter or join my discord to get news about the progress.
I knew for wall collision problems, but you just suggested the best solution so thanks. I can even think using the slide as a proper mechanic into the game. So thanks again.
Finally about the game loop. The base idea was that fight are challenging so shrink is a risky choice. As a result it would be a good option to just sacrifice undesired item to strenghthen your "build" as you go back to previous arena size to get another item. Ennemies get stronger per arena size, so it's not a problem to increase size. It will make your progress more slow and have more control on your "build."
The loop will become more balanced as the choice will have strong impact on your progress. For the moment, the ennemies are not enough challenging to make you consider farming items before trying to progress even more. So idea of new choices wouldn't be good as it will create unbalance. But the idea you gave me could be added as random occuring event through progress.
Nice concept! I believe I crashed on on arena size 3 (after choosing to upgrade evey time). I found out I could stand still and get the hornets, but the floaty skeleton guy surprised me and threw me for a loop!
Thanks for your feedback, appreciate it !
It was not a crash. it was a poorly made victory screen. I manage to messed it up.
And yeah i didn't got as much time as i would like to work on content so ennemies are pretty easy at least for the hornets ^^.
Cool interpretation of the theme! Art and presentation was nice too. Found the camera a little jarring. What other features would you have added if you had the time to?
Thanks for the feedback. It helped me think about the future of the game.
First thing, i will do a post jam version of the game. The concept has potential and it would be a crime to let it die here. In which, the camera is already fixed.
If i had more time, i would have not add feature. Rogue like needs challenging fights and diversity in the customisation of the player. So i would have done more content :
More ennemies with better IA and more attack patterns
More Items with proper item management systems
Polished the UI
About new features, I can see two of them. First having different starter character with their own unique projectile. Second having a new game + where you keep one of your items and carry it with you to the next arena. Theses would be cool features but for now i'll keep working to develop the actual form of the game.
Cool idea, I like the game loop. The camera movement while aiming was extremely disorienting though, It might have been a good idea to tone that down (maybe with a lerp() for the camera position?) and use an arrow to display which direction the character is aiming.
Cool idea, nice use of theme! The arena could do with some decorations and the camera felt a bit jarring. There is also potential for new choices. Art and presentation are great.
I chose to shrink every time and got super powerful >:]
Thanks for the feedback.
As the concept is promising, i will do a post jam version with a fully developped game. By the way, i already fixed the camera and some obvious bug.
As for the shrink upgrades. The fight were meant to be more challenging. And in combination to have i didn't get time to implement as much content as i would like. So in the future it would be a viable option to sacrifice unwanted items to strengthen your "build" to progress further more into the shrinks.
As #GM48 finished, i uploaded the post-jam version on https://pluixel.itch.io/shrinkworld
Hope you'll enjoy it!