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Prime Directive's itch.io pageJudge feedback
Judge feedback is anonymous.
- I had a lot of fun playing this game, as one of my favorite genres is twin stick shooters. I loved the art style used, and the voice lines were a nice addition to flesh everything out. The weapon choices were inspired and implemented well, though I encountered a bug with the rpg splash not deleting, making everything melt, even in other waves, and in other arenas, so that may need to be put on the future planning section. Other than that, one bit of polish and telegraphing I would suggest is having the enemies walk through the opening doors/ pipes as it is slightly jarring to see them randomly appear in front of me or get surrounded because of bad positioning via no warning about the pipes being used. Moving on to the Game Design Document, everything that I look for was there, and organized in such a way that it was easy to find the information that I was trying to get to. All in all, great work!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1L9scgtP1T_GODp-GIuSSoWkizERtUB8cGzqFdxOtpqE/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Top down shooter where you, a robot, defend your surprisingly buff scientist creator from those pesky UN robots who want to shut down his allegedly "nefarious" plots.
Please explain how your game fits the theme:
You, the robot. Are in fact; the weapon chosen to defend the lab. It is your "Prime Directive" to destroy everything.
Is there anything you'd like the judges to pay particular attention to?
Our game. =D
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Comments
Omg the voice acting lol. This is the only game I've seen so far with actual voice acting, I love it. The intense music fits the plot and play style well. This is a fun game, though I do feel larger rooms and the enemies not getting stuck on the environment would help? Overall it's definitely a neat little game, good job to your team!
Hello! Thank you so much for playing our game! (also sorry for the really late response)
There had to be something to make the game stand out when it comes to voice acting, so we thought that was the best option for those extra style points.
When it comes to enemies and their pathfinding, it's an issue that I didn't see to be such a prevalent problem. Although I didn't do any of the main programming for the game, I will certainly keep this in mind for future projects!
Again, thank you so much for trying out the game.
I wish I had a bit more room to move around. Also, adding another mechanic or two would be a good next step I think. You've got the base systems in place, you've got a good foundation to build on! Keep making games!
Thank you so much for playing! It's very ironic that (from what I remember) room 1 was much bigger and room 2 was much smaller in its initial 3D model, but look at where they ended up (xD). We ran out of time, but we wanted to add a few new variants of enemies that spiced gameplay up a little bit more. In the future, when developing games solo or with a group, I believe the first thing that should now be prioritized is the implementation of mechanics.
Again, thank you so much for your feedback and for playing the game!