Great game! The changing rules and powerups with the colors was a great idea, and I think you did a really good job with it! I got a score of about 350 I believe. Suggestion: I would make the numbers on the targets much bigger - even making targets with larger health bigger and more distinct would be good. It would help the player know what to focus on. Overall, great work!!
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ARITHME-TECH's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the Limitation | #5 | 4.120 | 4.120 |
| Overall | #27 | 3.630 | 3.630 |
| Presentation | #37 | 3.560 | 3.560 |
| Enjoyment | #41 | 3.280 | 3.280 |
| Concept | #50 | 3.560 | 3.560 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Hot Dog Bob
Software used
Godot, Adobe Photoshop
Use of the limitation
The color of the arena and targets changes between four different colors every 30 seconds, changing certain parts of the game based on the color. There are also gates that appear in four different colors, with a different effect based on the color.
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Comments
Making sure the numbers were easy to see was a bit of a challenge when developing, as I wanted to leave enough room for cases where the number became very large, and I didn't want to bring the camera closer or some of the arena wouldn't be visible. I'll keep it in mind for the future though, bigger targets may be the way to go.
Really nice game, but hard one, or maybe i just not that good at it, hehe. Its really simple, buat can make you stress little bit. Nice work, can wait for the next Jam!
I reached 6338 point, and man, this game is quite on point! Simple yet innovative approach, I got really hooked to the gameplay loop after a while. At first I thought I would survive for a long time easily, but the enemies' health increased drastically that I got overwhelmed in no time. One thing I want to ask is that, when I reach around 4000+ score, it seems like my health... refuse to increase? Like I reached 64 HP, and when the color turned red, I was suppose to receive more HP from the contact with the enemy, but somehow even when I try to spam one single unit so that it can survive the gates, its contact on the turret gain me no HP whatsoever - and after that I got overwhelmed on the next round because a single unit with 70 power attacked me ;)) Well, I still enjoyed the game, and if it's was due to a mechanic that I misunderstood, please correct me. Overall, great game you have, and I hope you do well on upcoming games too!
Thanks for the feedback. While I had wanted to have red targets increase health, I was concerned about it becoming possible to reach absurdly high amounts of health because of it which would make it very difficult to lose.
As it is now the red targets reaching the turret only increases score, but I may add in the targets increasing health in the future if I can figure something out. Additionally, the health increases at a slower rate than enemy health to help ensure the game doesn't drag on too long.
I liked having my health increase cause it meant I can miss more targets hahahaha
nice idea and realization, visuals! like it interesting to play it😃👍only not sure about music - it's nice, but I think it little too repetitive, of course it good combine with other sounds but I think it can be little more diversity - it's only 1 little shortcoming for this good game!!👍
The music being repetitive was a concern of mine, but I had wanted for it to fit the calculations theme and to try to keep it simple. That's partly the reason there's an option to turn off the music. I did at one point consider having the game alternate between two different tracks, so I may revisit the idea of having additional music as an option in the future.
I don't have much to say that hasn't already been said. You used the limitation in a creative way and it truly feels like it is an essential part of the game.
Having feedback for hitting the targets would be nice (a sound or enemy flashing white). The bullet speed also felt a bit low, I got overwhelmed a few times by the enemies ahah.
Something you could improve if you intend on picking up the game again, would be introducing the mechanics of each color one at a time instead of the big tutorial at the beginning.
Good job on the awesome game and keep it up!
Thanks for your feedback. There's a sound that plays when a target is destroyed, but it seems to be too quiet. I'll keep in mind trying to add more feedback in the future though. I have considered adjusting the game in the future so the difficulty starts lower and ramps up overtime, so I'll keep in mind your suggestions.
Great use of the limitation. Simple operation, but with some very interesting mechanics based on the limitation and theme. The one thing I’d improve is the firing and damage feedback, something more punchy to go with that cool bouncy theme song.
Overall, a pretty enjoyable experience.
3485! Green is going to appear in my nightmares! Good game; as others said, it is quite hard to put down. It pulls you into this mindset of "surely I can do better than that" and "I can get more points" which I don't know if it's a good thing or not. Well done!
I liked the Neon theme and the music!
I would like to have more feedback when I'm getting damaged, but overall was good and fun
It's very hard to put down and holding down for continuous fire is a very nice touch but I would like to see the gates utilized more effectively, currently they are kind of hard to spot while playing the game and they don't really have any indication on what they do (other than the tutorial text) it would be nice to see if their effects are positive or negative while playing. (My high score is 13.887 :D )
I liked the concept. I would like a lock on on it's lane (i'm am not totally sure about this.). This way you don't shoot right between a lane.
Green is definetly the most challenging color.
Although I have to say maybe introduce the gates slower.
Because right now I ignore the gates. I see the enemy and eye ball how many bullets need to go there.
Good job!
MaxScore:2780
Having the turret lock onto a lane was something I considered but did not think I could implement in a satisfactory way, but it is something I could consider adding later.
As for introducing the gates slower, if you mean something along the line of starting with one and increasing the amount over time, I can certainly consider it. Currently the gates are only passive, having an effect on targets that pass through it, so being aware of the gates mainly provides you with a better idea of where to focus your efforts in their current implementation.
The concepts and ideas are there. I especially liked the each color has a different bullet type. Doesn't seem balanced though as I can easily get swarmed.
Could you elaborate on why you feel you're easily swarmed? The game is intended to be challenging, in part to ensure it does not drag on for too long. Because of this, it should be fairly normal for there to be several enemies on screen at once, requiring you to quicky change targets. It is worth noting that while the arena is green it doubles the amount of targets that spawn for the duration.
If it's happening while the arena is blue it could be bad RNG or skill related, one thing that may help is holding down LMB to continuously fire, which I'll have to add to the description.
I may in the future make it so the difficulty at the start is lower but ramps up, but I had wanted to keep game sessions on the shorter side.







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