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AUDITION's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Ambience | #28 | 3.654 | 3.654 |
| Gameplay | #33 | 3.231 | 3.231 |
| Innovation | #47 | 2.885 | 2.885 |
| Overall | #59 | 2.862 | 2.862 |
| Theme | #73 | 2.577 | 2.577 |
| References / Humor | #94 | 1.962 | 1.962 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Kicked my butt but man the vibes were cool. Kinda reminded me of hotline miami (Another game I’m terrible at lmao). Very satisfying feel when breaking things.
The sprites are cool but the gameplay is a bit unfair at times. There are a few instances where the turrets can shoot Biboo when they are not on screen. If their range was a bit shorter, it would have been perfect.
The visual style is very cool! The game being so hard can be fun but it feels like it requires slightly too much precision. I think if the turrets turned or fired slightly slower, and/or the player could shoot enemies without the mouse having to be directly on top of them, it would feel a little more fair. I think the melee enemies also need some kind of telegraph before their jump attack.
Holy, this was hard! But fun! I really like the spritework; combined with the music, the overall aesthetic works well with the gameplay to make it feel really fast paced. I must have died like 50 times, but finishing to the end felt satisfying. Good work!
The best time I managed to get was a combined 1 minute 34 seconds.
Very fun game!! The vibes in this one are nice. I was surprised about how tight the turret timing was at the start but if you take advantage of cover and have quick aim you sometimes don't even have to time a dodge to destroy them. My only issue was the low contrast between walls and floor, kinda tripped me up on the first levels, everything else is amazing, great job!!
You've got a lot of really unique ideas, between this game and the submission for the last jam, it's really impressive what you're able to put together!
I do feel like some of the enemy design was a bit hard to handle, like the space invader sort of enemies who would suddenly speed up out of nowhere, or clip through obstacles on the map, but I'm not sure how much of that is intentional, and how much is the physics system just doing something whacky.
I like how if you land a shot you don't have to reload, makes it super satisfying to take down a group of enemies and make it out the other end.
This might come from me not playing the source inspiration games, but I kept wanting to feel like the dash should dash towards the mouse cursor, and not in the direction the player is facing. The vast majority of my deaths on the last level were due to that, between dodging over the spikes, and trying to dodge past enemy attacks.
But otherwise its a pretty simplistic art style that really adds a lot of character to the game, and I like the framing that it's supposed to be an aptitude test to tie it back into the theme. Good work, and looking forward to what you cook up next!
Crazy fast paced gaming. I didn't finish all the maps but it definitely got me persisting. The overall theming really sells the whole package (music, the wireframe style graphics). Well done!
Love the quick and snappy gameplay, hit feels extremely satisfying. Really appreciate the "attackable" highlight since bullets are raycasts.
I actually really like how the turrets attack the player instantly within sight, it makes the gameplay feels frantic and instant in a good way. I think my problem with it is just that I wouldn't know that it is coming up since they are offscreen and I am already dead when I see it, so it kinda ends up as a memory game of sorts if I am not already under cover.
Maybe a suggestion would be a warning offscreen enemy indicator, or make a "fireable range" that doesn't fill the entire screen so you'd see them first before both parties can fire.
Great job overall, had fun with this. Thanks for making it!
Thanks for playing, it means a lot!
My inspirations for the game were mainly hotline miami, superhot and tactical shooters in general, I would definitely take my sweet time tweaking the levels so you could make advantage of the feeling of holding angles before acting and having actual crosshair placement, so you could take down enemies efficiently.
I hope the rushed level design wasn't very much detrimental to the overall experience!
oh my goodness, a speedrunning game.
That's a damn good time, congrats!
I'm glad you liked the game!
Yikes, very fast paced! That was cool, indeed!
Tysm for playing!
A speedrun type of game! it so cool!! The game was pretty hard for me to clear hahah, the turret shoot instantly with no indication for me to know when to dodge, I couldn't get away dodge earlier since the turret precisely follows me :0 think the difficulty could be lower with making the turret aims slower after dodging. Overall Fun game!!
Thanks for playing!
I liked the fast nature of this game, but it wasn't clear when you were going to get hit with the turret as sometimes I would dodge and die at the end, or the line would be on me and before I can do anything I died. It did feel inconsistent the with the timing of when it actually fired, but that might not be an actual issue. The spikes in the last level also wasn't clear when it would go off. I guess it's a second after something is on it? I think some indicator above the turrets that show when it's about to fire would help, along with an indication of when you're still invincible when dodging. Overall it's not bad and for some reason makes me want to write a quick TAS to play this game, haha.
Thanks for the feedback and thank you for playing as well!
There's an audio cue and the laser flashes when the turret is about to fire, maybe it should be clearer since it's really fast.
Awesome game, the point and click for shooting requires a lot of precision but it's just hard enough to be fun. I think there are some issues with the line of sight where enemies sometimes get it through walls and crates, allowing you to shoot them through walls and in case of turrets also shooting at the player through walls. Also I think the timer should reset upon death not just from manually restarting. But other than that very satisfying to play!
Thank you for playing!
vibe-wise, this game is awesome! To be honest, I really struggled with this one. It's challenging, but not always for the right reasons. I could never really predict or get in a rhythm with the turrets, which lead to some frustrating moments.
Valuable feedback, thanks for playing!
I liked the pumping music, which sets up the mood of the game. High speed action!
The visuals are pretty good too!
I wish there was "easy mode" with slower reaction on the enemies. I could only clear up to Day 2 before giving up on Day 3 as I just can't aim quickly and precisely enough with my trackball (skill issue).
Nice game!
Thank you! I would definitely add an easy or chill mode if I had more time to spare.
The game feels nice to play, maybe a little to hard, the turrets shoot almost instantly, but that could just be my own skill issues. I like how it looks!
Thank you for playing!
I love the music and presentation! The gameplay is good but the camera look ahead movement really messes with my aim, especially when you have such a small amount of time to react to things. It probably would have been better to either center the player and not move the camera or pan the camera based on the cursor position, rather than the direction that the player's looking at.
But other than that, nice work!
Thanks for playing and for your feedback!
Played again after your updates and the game was a lot more playable! The locked camera definitely felt better to play.
Because of the locked camera, I believe that the level design would need to reflect the camera changes. For example, the first section of level 5 was really tough because there was a lot of vertical movement which made the game even harder due to the lack of screen real estate as opposed to horizontal sections.
And I think I would have preferred the dodge to just have the player stop at the wall instead of bouncing because there were a few moments where I would dodge towards a wall and then my character would move the opposite way because of the bounce.
But yeah, very nice improvements to the game!
Challenging with a cool style!
Is there a way to hide the debug overlay?
I will patch it soon, thank you for playing!