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Angel Survivors's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Atmosphere (graphics) | #10 | 3.027 | 3.105 |
| Gameplay | #11 | 2.616 | 2.684 |
| Fun | #11 | 2.616 | 2.684 |
| Ingredients | #11 | 2.821 | 2.895 |
| Audio | #12 | 2.565 | 2.632 |
| Originality | #13 | 2.462 | 2.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I think this game is way too hard, or I am way too bad. What certainly would need some work is the UI, for example, in the shop between waves I had no idea how many souls I had and what I could buy. I don't know if any new enemies are introduced later in the game, because I did not get there.
Another issue I see are the collisions and the navigation of the enemies. I feel like the enemies just go in a straight path to the altair, but they could use some simple pathfinding algorithm.
To also be positive, the audio design is great and the cutscene at the beginning is just top-notch.
The game could use a little work to unlok it's full potential, but overall it is a nice base-defense game.
The collisions are the worst thing about this game, I spend more time battling with them that battling with enemies!
The ingredients also aren't utilised that well, or aren't explained properly. Yeah I did sacrifice my friend at the beginning, but do I even sacrifice anything during the actual gameplay?
Also, it's completely unclear, how I gather the points needed for upgrading, and how to upgrade overall.
AND, the audio should play from the beginning, not only after the cutscene. (sorry for the nitpicks)
It's a good idea for a game, and I loved the intro cutscene (bonus points for that xdd), and I like the dash!! And shooting!! But has a lot of room for improvement.
The main idea seems cool, but there are a lot of annoyances. As was mentioned the second wave looks unbeatable. And the first wave is trivial (at least with the choice of increased fire-rate). Therefore to even try to defeat the second wave you need to go through the "tutorial" of the first wave again.
I would also like the collisions to work better, I spend a lot of time around the base (circle/elipse), but the collision box is a square/rectangle. And it would be nice to have an indication when the secondary lasting-area-damage is ready.
This game is difficult (if not impossible).
When it comes to the visual, I actually like the art style. The initial dialogue is well written and very funny. The music works well. The sound effects feel a bit weird, but nothing too bad.
Now the first wave is fine (after you figure out how things work). But after that it feels as if it didn't really matter what upgrades you choose because the second wave is just way too difficult for me. Believe me I tried. This made the game pretty annoying to play. I see the vision but the final execution just missed the mark for me.
The ingredients are used pretty well. I see "sacrifice" and "my home, my castle" and "devil's advocate" to an extent, so good job on that front!
In summary, the overall visual and audio is ok and the dialogue is a highlight for me. But the gameplay wasn't really fun for me as it was too difficult and seemed pointless to try. But good job, this is a good foundation that with some time can be very good!
I'd like to see the health/soul count, seemed kinda random, when game ended
I had no problems on windows. I would like to get feedback on how much health I have or what is the cooldown. It took me a while to find out the altar is shop, but the skill shop and the shoot mechanics is nicely done.
There can be a problem with the download of the Windows version. I'm sending a link to a build which should be okay to download.
https://drive.google.com/file/d/1bppsdsFNg7jb39spvlcsIQzEUF8ZP0un/view?usp=shari...