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A jam submission

Don't Stop (Moving)View game page

Submitted by BonOldFashioned — 3 days, 8 hours before the deadline
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Don't Stop (Moving)'s itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#3743.9093.909
Gameplay#4273.3643.364
Enjoyment#5263.4553.455
Overall#6463.2273.227
Innovation#7812.9092.909
Audio#8342.9092.909
Theme#10962.8182.818

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
The upgrades in the game give the choice of either taking a risk or not.

What code and assets did you not make from scratch during the jam (if any)?
The game was built upon the twin stick variant of the unreal engine top down game template. All other code was done by myself.

Assets used:

SFX:

https://freesound.org/people/adh.dreaming/sounds/615571/
https://freesound.org/people/OwlStorm/sounds/404789/
https://freesound.org/people/Taira%20Komori/sounds/215438/
https://freesound.org/people/Duskbreaker/sounds/641486
https://freesound.org/people/Duskbreaker/sounds/649725
https://freesound.org/people/EtherAudio/sounds/745258
Music:

https://freesound.org/people/zagi2/sounds/205885
Post Processing Shader:

https://3dnchu.com/archives/stylized-post-process-for-ue5

How many people worked on the game?
1

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Comments

Submitted

The visuals is good, and I liked the music. The gameplay is okay. The Upgrade menu did never work for me, because every time I got to it, I was trying to shooting an enemy, and this meant that I chose something random. But overall an fine little jam game.

Submitted

Well, that was fun, and it looks super dcool. Controls seemed a bit sluggish on keyboard. Interesting choices with those cards!!!

Submitted

Very cool-looking game! I liked the mechanics and upgrades. I did find out you can keep playing even after you should have lost by continuously dashing. Maybe when your speed becomes zero you can't dash anymore? Either way, good job!

Submitted (1 edit)

Cool use of visual shaders!! Love the pinball addition.
Could do with extra risks for the player - I don't think we can die in the current version.

The upgrades were pretty fun and novel - though the upgrade of "ennemy bullets kill ennemies" didn't seem to have an effect :( would've been cool if true tho!

Thanks for a fun quick sesh!

Submitted (1 edit) (+1)

Loved the gameplay overall, the visuals could end up being straining for the eyes for some, but I liked it too.


In case you plan on continuing developing the game, here's a bunch of things I found :

- I'm not sure how it is determined when you get an upgrade choice but it felt really steep above 500 score, and once I got above 5000, every enemy gave me an upgrade, which ended up overlapping the upgrade menu multiple times

- Sometimes the upgrades i was getting weren't the upgrades i was told ("Enemy bullet can destroy enemies has been downgraded by 0%" which i believe is supposed to say "set to true", or "Enemy attack speed has been downgraded by -30%" but i get -10% in player attack speed instead, which was the other possibility of the choice)

- Player movement speed becomes rather irrelevant if you can go into negative and still make yourself move just by firing or dashing (reached -424% and still wasn't dying)

- Jumping and dashing or jumping and firing were the most effective ways I had to move, rather similar to bunny hopping, which sometimes allowed me to jump on enemies or their bullets and above the wall and fall. thankfully, it makes me respawn on the center, but the countdown wasn't working anymore and i could just stay in place infinitely.

- Once you reduce enemy movement speed, when they spawn, they can either push themselves into the ground and be stuck in their spawn point or end up on each other and go on the walls, unable to move or fire and only killable with a bomb

- I had so much negative enemy spawn rate that none were spawning anymore

- I could still shoot in the pause menu, which let me accumulate momentum and move while paused, which ended up resuming the countdown and regular movement of the game even though i was still in the pause menu, but this was rather random

- As soon as i reached negative enemy projectile speed, they started firing really fast, though I'm not sure if it was backwards, but it felt like it was ignoring obstacles sometimes

- I could shoot and pause the game in the main menu

Developer(+1)

Thank you so much for playing and for this amazing feedback! I am unsure if I am going to work on this more or not but some of things you found were already known to me and ignored like the constant upgrades after reaching a score of 5000, since I honestly didn't think anyone would play it for that long as well as a bunch of other bugs that I had no time to fix. You playing it for this long however made my day and your feedback is so well detailed it feels like you work as QA professionally. Thanks a lot for the feedback and tbh this comment makes me want to work on this game further now haha.

Submitted(+1)

Just had a blast playing and wanted to give a proper feedback, that's all :D

Though don't feel forced to keep working on it just because a single guy enjoyed it, do it if you feel like doing it. Your game your choices.

Submitted(+1)

Feels action packed.

Submitted(+1)

very interesting idea for a game, I also love the art style of this.