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A jam submission

Zero Waves RemainView game page

Twin-stick shooter set in space. Pay attention to each next wave and choose wisely
Submitted by AlexOnTheMoon — 1 hour, 42 minutes before the deadline
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Zero Waves Remain's itch.io page

Results

CriteriaRankScore*Raw Score
Playtested this one#183.7503.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I liked it, the loop is pretty good but still needs some tweaks in my opinion:

  • I'm not convinced on limited ammo, especially if the recharge is very slow and the pace requires quick reflexes: it ruins a bit the fun and leads to frustration in the end
  • Shift/RMB to boost: the fact that the spaceship follows the mouse cursor and not the direction I'm moving to with WASD is a bit counter-intuitive, I think it would be better if it follows the WASD input
  • Some enemies and their projectiles are ridiculously small, sometimes I struggled to see them at all and I was inevitably hit: I don't know if you have already decided the art style of the game, but I would suggest to increase their sizes and maybe add some glow/contour around them
  • Also: player hurtbox feels a bit too big sometimes

I hope I wasn't too harsh, that's just my opinion after a 15 minutes play. The upgrades are cool and well thought and the waves seem to have good economy balance. Keep up the good work!

PS: in the tutorial there is no way to know how many "gold" you have for your upgrades, might I suggest to add it?

Developer(+1)

Thanks for playing! Nice feedback!

You're not the first to tell me about small enemies visibility. I'm definitely going to look into that.

And yeah, that missing money ui element is a bug and already on my todo list 

Submitted (1 edit)

I don't have fast reflex or precision skills that the game requires... (the least difficult option is Normal) and so I couldn't play more than two rounds (waves?) The game certainly has a familiar space shooter gameplay that most gamers can quickly pick up on and start playing. It's responsive to the mouse click to shoot and aim. I think some new and unique features/gameplay besides money and different weapons could be added to make the game stand out.

Developer

Thanks for playing! 

Do you have any particular feature on your mind that you'd like to see in such a game?

Submitted

I am basically a total noob non-gamer with slow reflex. I am not a good playtester to tell you about new features as I am not really the target gamers of your game. You may want to take my feedback with a grain of salt. It's just that only money and different weapons make it feel like yet-another-space-shooter. Ok, here you go…

I could not play at the level to experience any special weapons. Maybe you have already implemented these... To make your game stand out, I think the weapons should be able to do things beyond just causing more damage or requiring longer cooldown times. Maybe some projectiles could fly around in loopy directions, unique patterns, and not just straight lines? Or, allow the player to lock on to a specific type of enemy and it will chase the enemy automatically after being fired? And maybe some fired projectiles could spawn bullets or have a blast zone, either at random timing or upon the player's key press, to help cause more damage?

And, maybe instead of money, it's some specialty weapons you can pick up after destroying a certain enemy? The player can use the newly picked-up weapon immediately to get out of a tight situation. Any accumulated unused picked-up weapons can then be traded for upgrades later. This way, the player can use the picked-up weapons as either instant or delayed gratification; it would be the player's decision. Players will enjoy the game more if they feel more empowered and in control. But money is delayed gratification only. If I can't live through the wave, money is meaningless to me.

The reason I don't play shooter games because as someone with slow reflex, I can hardly pass the first round, and then everything restarts all over. I forever get stuck at the beginning. In order for me to want to play a space shooter game, I want an abundance of shelters or shields to get me out of tight situations so I can continue -- to see all the cool stuff the developer has prepared for the game. I also want to be able to clear all the enemies within a distance in one blast, which, again, can get me out of a tight situation. Perhaps you could add a no-fail "zero-skill" level that allows players to practice everything without a game over. A total noob like me can just keep playing it with occasional venturing out to the actual level. The game can keep a tab on how many times I would have died, but I could just continue, regardless, to experience all your cool stuff you have implemented in your game. So my motivation could be trying to break my own records to have the least would-have-been-game-over as possible. Yep, it may sound pathetic. :D  Experienced shooter game players could use this as a tutorial or practice at the beginning.

I agree with the other comments that the flying objects are too small. I don't know if there are any non-enemy objects, but I just tried to shoot everything in sight.

I like the way of using the mouse to aim, as keyboard controls will greatly reduce my already-slow reflex. I would like to see unique visuals of the enemies, and flashy particle effects and sound effects of different enemies. Even if I know I won't be able to beat them, at least I'll have something entertaining to see and hear.

Developer

Ok, thank you very much! I appreciate this a lot. I actually like the idea of "deathful" run with deaths counter as a "casual" mode. In my mind I had another option which is just to allow a player to decrease enemy damage and increase his own damage to make the game simpler. I'll try to play with your idea

Submitted

Hey! Really solid game. I enjoyed playing it. It was fun. 

Let me share some feedback that could make the game even better:

  • In tutorial, information about collection of money should appear fist time the money drops. 
  • Not sure why you don't display coins counter in the tutorial - I was confused about that, and was looking for one. Which appeared after the tutorial
  • I think game should pause when you are in the shop and select upgrades/weapons. I did not have much time to read and check all options available, decide on the best tactics before next round starting. I think you should give a player an option to rest a bit, analyse. 
  • Not sure if return on investment for ammunition is balanced. It might be very difficult to defeat later waves if you run out of ammunition for your upgraded weapons and cannot afford new ammo. Personally I would find it more fun if I could just focus on upgrades, instead of buying extra ammo, instead of other upgrades.
  • I was not able to test later stages, as I was getting killed a lot :)

    Good job!
Submitted
I also had this error once, during one of the first waves after tutorial
Developer

Oh, wow. That's a rare one. Thanks for sharing!

Developer

Thanks! Great feedback!

Yeah, I've missed that money indicator not showing up during the tutorial. Definitely should be there

Pausing the game during shopping feels a bit too much, but I'll def remove the wave countdown and let players to deicide when to start the next wave. We'll see how that works first =)

Your point about limited ammo is somewhat puzzling. Some players love it and others don't. I was hoping it would give the game a bit of survival feeling where you have to keep track of at least 3 parameters: hp and ammo for 2 guns. Not sure how to approach the issue for now but I'll definitely keep your objection in mind. 

Again thanks for playing!