Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

NULL RUSH!View game page

Submitted by Kaolver, Tulsonic — 11 minutes, 46 seconds before the deadline
Add to collection

Play game

NULL RUSH!'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#15.0005.000
Overall#24.5004.500
Gameplay/Design#34.3334.333
Graphics#54.3334.333
Audio#54.3334.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Mainly feedback on the new pvp mode. Although not as complete, general feedback for the new bosses and challenge stages as well would be great.

What did you update?
Added a new PvP mode
Revamped all bosses
Added a new boss
Made some balancing changes
Added a short tutorial
And many more

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

The Music and bosses are really good! The mood swings are also well made, maybe you can add an audio queue for them to make them more noticeable.

the pvp mode was great too! i liked the health doubling as currency, though i didnt like your health going down constantly as you play, felt like too much was going on.

Really good game overall, Great Job!

Developer(+1)

Thank you for playing and commenting!
The PvP mode is also a race, so outpacing other players is another way to "attack" them. Which is why a constant health decrease felt like a needed addition when you fall 3 or more stages behind the leading player. In a way, I hope it is manageable, since unless you fall too far behind, hitting zero negates most of the tick damage from falling behind.

Submitted

Oh I get it now! I thought your opponent only attacked by throwing the "frozen" cards in your deck, I guess the race aspect is needed in this situation maybe you can replace it by having a penalty for being behind, say whenever you complete a stage you get some health (regardless of hitting zero) and your opponent takes damage, and this damage is multiplied by how far behind you opponent is?