everything was almost so perfect, i just feel like the movement may have been a bit too fast. enemies looked pretty, but i felt like they didnt convey their pupose much in their designs other than the rockets that charge at you and the mini boss once in a while. levels felt repetitive
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Break The Line's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Game feel | #4 | 2.630 | 2.630 |
| Most fun to play | #5 | 2.759 | 2.759 |
| Overall | #10 | 2.542 | 2.542 |
| Best looking | #10 | 2.611 | 2.611 |
| Most original | #11 | 2.167 | 2.167 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Its an unique idea, a sort of more classic arcade-y shmup. But the execution is lacking.
- While there are plenty of enemies, their formations don't have much variation.
- some formations are really easy, and some (like the mine enemy wave) are harder. There is no build up and these are just random.
- There is no hurt cooldown, you can die within 1s.
- The goal seems to be getting a highscore, but the game doesn't include highscore functionality.
The player movement is too fast for my liking. There are coming in a lot of enemies at the same time which could be very overwhelming. I do like the design of the sapceships.
ts gave me arthritis. aiming feels like the torture of sisyphus
Movement is good, but could maybe benefit from a slight bit of "momentum". Currently moving around is very jagged. Whilst it doesn't impact gameplay it does make it feel a bit less fluid.
Art is good, i appreciate 3d models with large pixels (not sarcastic btw), but the game would benefit from a font.
Enemies are fine, but at times quite spammy. Fine overall but worsened by the rather conservative fire rate





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