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Arenageddon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #38 | 3.286 | 3.286 |
| Theme Interpretation | #72 | 3.214 | 3.214 |
| Polish | #80 | 2.786 | 2.786 |
| Overall | #100 | 2.762 | 2.762 |
| Creativity | #118 | 2.929 | 2.929 |
| Audio | #124 | 2.143 | 2.143 |
| Art | #152 | 2.214 | 2.214 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The ship flying around felt really good! I think adding in some more polish, like hit animations, additional sfx, etc would really bring the game to life. Nice job overall!
I think this has good potential! I noticed that larger enemies are slower and therefore less dangerous, which kinda motivates to not shoot them right away. But then I need fuel, so still have to shoot them. Maybe if you introduce non-enemy objects that also give fuel, that would be a fun challenge: try to shoot at that non-enemy thing without hitting a large enemy so that it doesn't split into bunch of small and dangerous ones :)
The larger enemies deal significantly more damage than the smaller enemies (6x higher than smallest enemy) to compensate for their lack of speed, and as you mentioned you do still need to shoot them for fuel. You could preserve fuel by choosing to limit your movement while only large enemies are on the screen, and pick off one at a time to prevent getting swarmed by the little guys. As an aside, they still split into smaller enemies if they run out of fuel. I realise this is counter intuitive, and had considered making this not the case, but just didnt get around to it by the time the deadline was close!
Thank you for your feedback! Love the idea of non-enemy units. Perhaps the enemies could also target them and try to grab the fuel so its a bit of a race. Could be fun.
very satisfying to control. i loved to shoot the bad guys!
would you like to try my game?
This game was fun, but I genuinely couldn't tell that the little circles were the enemies my first time. They should look meaner lol. The health bars also don't seem to work.
they arent health bars! They're fuel bars :). The enemies have fuel the same as the player. The more they have when they die, the more you can collect from them. Unlike the player though they dont lose fuel when they get hit
This game was fun, but I genuinely couldn't tell that the little circles were the enemies my first time. They should look meaner lol. The health bars also don't seem to work.
Was hard but i guess it is only skill issue ! the controller is the big strengh, very fluid and satisfying to move around and defend yourself. The dodge ability is so cool. Enemies also are well designed, the little balls getting suddently attracted are challenging.
Would have loved to have better visuals and sfx but the juice is already here. has potential :D
Thanks! Fun fact is that the enemies and players use the exact same script for dashing! Fuel cost included (they stop dashing if doing so would empty them completely) :)
Im pretty proud of how modular I made everything even if I wasnt able to make much use of the architecture due to the limited timeframe. The shooting enemy also uses the same script as the player for equipping the weapon, which means they can be swapped out on the fly for whatever weapons I design in the future assuming I do add more stuff. I hadnt given it much consideration and was mostly in it for the jam
Ohh that’s great yeah creating modular things make development easier and creates potential interesting combos that were not even planned ! i love it i really think that making modular systems is really the core of a successful game design / game code. Why re create a system when you already have a fully working one ? anyway good job and good luck with your future games !
I knew this would be fun to play the moment I saw your video on Discord, really satisfying how smooth everything is.
However considering how annoying the little balls are, I think it would be good if the fuel didn't disappear so quickly; maybe make the dash use more fuel to compensate.
In any case, it was fun to play! Good job!
Yeah balancing the rate at which fuel disappeared was a little tricky. Initially they did stick around for longer, but the problem was it made the dash less useful since there was ample time to kill all the enemies and then collect it before the next ones spawn, so I decreased it from 10s to 7s. I should have revisited it though because after that I updated the spawning script to double the rate at which the director gained credits (spent on enemy spawns) when there are no enemies active.
Honestly balancing in any way is tricky, especially considering how little time we had.
Overall it's good tho!
Agreed. I probably only spent an hour of time actually balancing with the rest dedicated to development. Had to gut a good amount of stuff from the initial scope but thats the nature of game jams with this limited time frame I suppose
Cool shooter game! I found that I somehow won right at the end before running out of fuel. The enemies also having fuel, and being able to steal their fuel was really cool! I really liked the tiny circles, and the whole splitting thing! My only complaint is how the enemies tend to spawn in the middle of the screen, which was a bit frustrating when I just so happened to be there.
Thanks for the comment! Yeah I wanted to make more in depth spawning with an area around the player being off limits to prevent this kind of thing but I wasnt confident in the time I had to accomplish this so I just left it as is. An unfortunate sacrifice, but Im pleased you were able to win in the end!
Really fun game! The waves were hard including the enemys that divided each other which I will hate them to this day
There are some flaws with the art but otherwise, good game!
Yeah unfortunately Im pretty hopeless when it comes to creative stuff. Im much more interested in the technical side of game creation. Both the player and enemy are just logic gate symbols haha
tight control and challenging enemy waves! i’m especially stoked when an enemy is suddenly split into two lol.
Glad you liked them! It took a while to get the momentum of the splitting enemies to work properly, but Im very happy with how it turned out in the end