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A jam submission

Unshine ArcadeView game page

An arcade full of secrets, a stealth shooter roguelite arcade machine and one way to escape: win tickets
Submitted by mardt (@mardtdev) — 6 days, 6 hours before the deadline
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Unshine Arcade's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#84.6674.667
Art / Graphics#104.8334.833
Sound/Music#104.3334.333
Controls / UI#224.0004.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Horror

Any Horror

Rating

For 13+

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Comments

(+1)

Hello, I got the chance to play your demo as one of the streamers for FBQ!

Overall, I just wanted to say that I LOVE what you have going on so far! The set up, visuals, world building, and game mechanics feel clean and well woven together to get a very engaging game that I really wanted to explore more of. Figuring things out and poking around was a lot of fun, and I feel you have a fantastic game play loop going on with the main arcade game.

Off the top of my dome the two main pieces of feedback my co-host and I had would be;

  1. A clearer indication of health/damage maybe useful to the player. I say this towards the end of our time with the demo but even by the end I had some trouble figuring out if it was simply one hit = death, or if this was actually dependent on the enemy that hits you. Sometimes it felt like I could take 2 hits from the smaller enemies before I died and others I seemed to die on contact. Perhaps I more spelled out system, or tighter hit box, could help with damage being conveyed. I did notice that the edge of the screen got red to indicate some type of damage or enemy proximity but with how chaotic things get the information gets a little lost.
  2. Pleeeeasse add a ticker counter on the map between levels I want to see the number go up! 🄺

You can see my initial reactions and passive feedback in the VOD if you want to take a poke at it! (ļ½”ļ½„āˆ€ļ½„)ļ¾‰ļ¾ž

VOD Link:

The timestamp for Unshine Arcade is 1:09:00 - 2:11:05!
Developer(+1)

Thank you so much for playing!! I loved watching your vod, you and your co-host are a great streaming duo.

There are some clear balancing issues I was able to spot thanks to your playthrough, so I will be working on that. Melee enemies should either not do that much damage, or not be able to hit you multiple times within a single spin attack. I think that was mainly causing your issues as it resulted in a one hit kill most of the time (but not all the time). Currently the only health indicator is the edge of the screen becoming red, but a health bar will make it more clear.

Also due the difficulty, I noticed you weren't able to get close enough to higher rarity gachas inside the levels. All gachas from the claw machine are higher rarity, so you never came across any which in turned seemd to cause a misunderstanding with the way gachas work. 

More difficult levels will have a blue (rare) gacha with a single enemy guarding it, and purple levels have a purple (special) gacha with two enemies guarding it. But during your playthrough (and all others I've seen) nobody was able to get the purple gacha simply because it's too hard and even the blue gacha is not worth the risk for most people. Those are the more crazy upgrades that will really make a difference in your runs and you should definitely be able to reach that easier. So that's something I will work on as well.

Regarding the ticket counter, keeping it secret is a conscious design choice as it makes the moment you get tickets really exciting, inspired by winning tickets in a real arcade. If you know you are going to get 300 tickets and die, waiting out the 300 ticket counter is a lot less exciting then when it's a fun surprise. I hope that makes sense. But maybe when people start playing more and more runs with higher and higher ticket counts they start losing patience for that anyway, and adding the in-map counter might wouldn't be an issue at that point so we'll see. 

Thanks again for your playtest! It will help improve the game a lot :)

(+1)

A very fun game within a game!  I like puzzles, so that's a ton of fun.  I find the arcade game within to be a bit difficult, but that might be a me problem?  Very intrigued to see where it goes in the future!

https://www.twitch.tv/videos/2554722449

Developer(+1)

Thank you for playing! I enjoyed watching the vod. I don't think the difficulty is a you problem, I clearly see some balancing issues in the latest version after watching your playthrough and others. Something I am going to work on!

Submitted

This game feels SO SLICK and SO POLISHED I really don't know what to say other than GOOD JOB! It was a lot of fun to play and the gameplay loop is very addictive... it seems like a great "just one more round" type game. I'm definitely looking forward to the finished release!

If I had to give a nitpick, I think the filter over the game is REALLY COOL but it makes some of the text in the gacha balls a little difficult to read. Nothing game-breaking, but I definitely had to squint a few times to see what I was choosing.

Overall though, really impressive stuff! The game kind of reminds me of those Daniel Mullins games like Inscryption and Pony Island, where there's a core gameplay loop and then some sort of weird immersive world built around it. Nice!!

I played it here on stream around 1:15:45

Developer

Thank you so much!!! I really enjoyed watching your vod.  It is definitely Daniel Mullins inspired yes haha

I loved seeing you try to 100% the demo (giving it a 1000 tickets will start a very boring ā€œsorry this part is not implemented yetā€ cutscene so you didn’t miss anything) 

The claw machine upgrades are indeed ā€œpotential gachasā€ you can get throughout runs. The colors are rarity and especially purple ones are very difficulty to get. I will work on making that more clear. 

I will be doing some balancing improvements as well as almost no one ever completes a purple level (where you can find the purple gacha) which are the most OP upgrades that should help you reach the end. 

May I ask what resolution the screen is you were playing on? The pixelation is more intense in your playthrough than normal. I will look into why that could happen, might have caused the readability issue as well. 

Jam Host(+1)

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This games reminds me of a bit of Pony Island, where you're playing a game within a game, but the game in the game has effects one level higher and there's a darker story beneath it all. I especially got this feeling when it came to the computer command that puts an "opening" in the game that, in turn, allowed you to open the door.

During my playthrough, my number one frustration came from enemies seeing me before I was even in a room. Enemy detection is based on proximity and they regularly have patrols that would put them right at the entrance to the room, which would force me to hide in the hallways and wait. I'd like to suggest two chances to enemy detection to improve this. First, the enemy can't detect you if you're beyond doors. That way, the enemies will reset immediately and players don't need to ensure they're far enough away while waiting several seconds. Just make it an immediate de-aggro. Second, I'd say that enemies shouldn't be based purely on distance from you. Instead, they should be based on your movement. If a player keeps still in a spot where an enemy patrols near but not directly into (and the enemy wouldn't ever see), they should be able to hang out there and wait for the enemy to pass by. This would make the stages prior to getting a gun feel more fun and not waste time.

Speaking of the gun, one thing that also frustrated me was that I'd get the gun only to die very quickly because an enemy wasn't quite in range to die from the explosion caused by getting the gun, and while I'm trying to orient myself to shoot it I'd have another enemy spawn behind me and get to me. I'd say the way to fix this would be to not start spawning enemies right away and also cause a slight stun on the enemies in the room. That way, the player gets a second or two from waiting through the animation to get themselves prepped and start killing.

And lastly, regarding animations... it'd be nice if there was a way to speed up the beginning of each stage and when the map is first revealed in a new run. Once you have a hang for the game, these just waste extra seconds that a player may want to just get started on. After all, that's what the radar is meant to help with. This speed up should also be doable for obtaining tickets and putting tickets in the story based machine (since it does demand a lot). I'd also say it should do this for the count down for how many tickets were put in, but I feel like that can add to the tension of the story as the player has to begin to wonder if this little robot is actually going to help you.

I can't wait to see more of this. It's a lot of fun to play!

Developer

Thank you so much for playing and the elaborate feedback!!

Sadly due to my timezone I could not watch you play it live, but I watched the vod on Twitch.

You are the only one so far to actually save the 1000 tickets and you had some of the craziest runs, reaching the leaderboard at number 2 and 3. It was amazing to watch tysm.

I could clearly see the frustration caused by enemies being close to doors and especially them being able to detect you through them. I will try and see what a small entrance safe range + enemies only being able to detect you inside rooms will do. Will probably improve the game a lot.

The alert trigger should already be based on movement but it didn’t seem to work consisently, will work on that. 

I can also definitely increase the gun explosion range and add the little spawn delay. 

Regarding the cutscenes / animations I will try to exponentionally speed them up more. Especially spending tickets on the virtual pet / winning tickets. Hadn’t really tested much with the high numbers you were winning / spending haha.

Thanks again!

Jam Host(+1)

"Regarding the cutscenes / animations I will try to exponentionally speed them up more. Especially spending tickets on the virtual pet / winning tickets."

I just want to reiterate, I do like the slow countdown AFTER you've put the tickets in. Based on my understanding of games like this (once again, thanks to Pony Island), I feel confident in my assumption that the little guy inside is actually the villain. If the game is set up in a way where you have to do multiple times, I think the slowness for the countdown (rather than the count-up of tickets) is good for storytelling. In fact, there's a part of me that feels like it shouldn't even do the countdown until you've put 1000 tickets in (maybe as you put the tickets in, the bar fills up. When you fill the bar, it does the countdown as a moment of "Now you get to think about the choice you made, you foolish person.")

Submitted (1 edit) (+1)

9/10 so far!! Really good and immersive gameplay! Really good story. I have some suggestions: The enemies could be far from the entrance door, and there can be some room variety early stage

Developer(+1)

Thank you for playing!!

More room variety is definitely in the works. Little entrance safe range wouldn't hurt either, thank you for the suggestions!