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A jam submission

Fight: A Roguelike ShooterView game page

version 1
Submitted by Ruikun Zhang — 1 day, 20 hours before the deadline
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Fight: A Roguelike Shooter's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#34.0004.000
Refinement#103.1433.143
Overall#133.2503.250
Theme#173.1433.143
Creativity#212.7142.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme
In my game, the player can freely change the hero’s size using the mouse scroll wheel. Growing larger increases attack power but reduces movement speed, while shrinking makes the character faster but slightly weaker. This mechanic allows players to dynamically adjust their scale during combat, directly reflecting the theme “Scale” by turning size itself into a core element of gameplay strategy.

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Comments

HostSubmitted

This was fun: the controls are responsive and the combat satisfying. The main thing to improve would be variety as the game became quite repetitive in terms of both level design and strategy. Being a Roguelike I assume there is some randomisation of layout, but apart from bosses most of the rooms seem identical - perhaps some variation could be introduced, like rooms with walls that can be used as cover. At first I played about with different strategies, changing size and weapon, but I soon realised that biggest size plus laser was basically an undefeatable combo so I used that in every room. I got to the end of the game without ever running out of ammo or dying, so the player's stats could definitely be reduced (and loot drops less generous). The corridors between rooms do seem too long, and that was the only reason to shrink so I could get through them faster, although the time  is useful for regenerating shield.

Fix those issues and incentivise the player to switch up strategies a bit and this could be a really good game.

Developer

Thank you for playing and for your thoughtful feedback. I really appreciate the suggestions you made about the level design and strategy, and I’ll be making adjustments in future updates. You’re right — there aren’t many rooms with cover or walls yet, and some layouts do feel a bit repetitive. You must have played very carefully to notice that!

And yes, I also enjoy going for the “big size + laser weapon” combo — it basically turns you into an unstoppable force, especially in rooms with lots of small enemies. It’s hilarious. I’ll definitely work on balancing the player stats better, because a polished game needs well-coordinated attributes.

I also use the small size mainly for movement, but it seems I’ll need to narrow the hallways since many people have mentioned this issue.

Thanks again for taking the time to play and for your valuable suggestions!


Submitted

I agree with these other comments. There is no incentive to be larger than the smallest possible size. The introduction is also too long as well, only for it to tell me what i read in the about section. The sound effects for the footsteps were like a constant alarm going off also, so it could be quieter. The game itself is fun, but also not that challengeing I feel. The enemies were canon fodder and I never got hit by the boss. I only died after my health was slowly chipped away with there being no healing. To my knowledge at least. So perhaps that could be added to allow the player to continue longer. What I would suggest is bringing the mechanic of scaling more into the game, whether it be when you are smaller you sacrifice a lower hp for higher speed and smaller hitbox, as compared to the larger size which could give a higher hp and sacrifice the speed. 

Developer

Thank you so much for your detailed comment! Let me answer some of your questions:

First, the “getting bigger” mechanic does work — when you grow in size, your attack power increases a lot, but your movement becomes slower. You probably didn’t notice it because I set the character’s HP too high. Originally, it was 16, but in the second level the player kept dying instantly, so I raised it to 200 just to make sure people could finish the game 
Your suggestion is really good though — I can lower the HP a bit so players can actually feel the difference in strength and challenge.

The game does have healing methods too! For example, killing enemies can drop golden hearts or purple potions, both of which restore health. Maybe the current difficulty is a bit too low, so you didn’t get to fully experience that. I’ll rebalance it later by lowering HP and adjusting difficulty.

As for the sound — totally agree with you 😂 it’s a bit too loud, I’ll fix that for sure.

Your ideas about improving the mechanics are also really helpful. I’ll make some changes in the next update.

Thanks again for playing and for such a thoughtful, detailed comment!

Submitted

That’s my bad then. I saw the different hearts and potions, but whenever I looked i didn’t see my hp healing only the blue bar (which i assume to be stamina or mana or the likes) so that’s my bad. i did notice the speed changes in the sizes i failed to mention that, and I believe you when you say the size effects the attack power.

Developer

I’ll also make sure to change the intro part. Many people have mentioned this issue, and yeah, it’s really annoying.

When I was testing it myself, I always just skipped that part — it felt like a waste of time .

Originally, I added it for players who don’t like reading introductions, but I guess it kind of backfired.

Submitted

Very good game, but the sound is too loud.

I agree that the corridors are too long, and maybe a map should be displayed.

Developer

Thanks a lot for playing and for the feedback!

I’ll tweak the sound and corridor length later on — yeah, the sound’s kinda loud 
And I really like your idea about the map!

Submitted

When it shrinks, it seems to be too flexible and much more useful than the larger version of the character. Also, I feel that the introduction time is too long. Maybe it could be shortened or an "skip" option could be added. Finally, the corridors between each room seem a bit too long. They could be shortened a bit.

Developer

Thank you for your suggestions! I’ll try to optimize those aspects in future updates.
I really appreciate your advice about the tutorial part — that was a great point.
I’ve been trying to complete your game these past few days as well, and once I manage to finish it, I’ll give you some detailed feedback too.
Please don’t worry — it’s quite challenging!