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A jam submission

Endless StrikeView game page

A bullet-time endless runner where you can aim and kill.
Submitted by Hangan — 3 days, 18 hours before the deadline
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Endless Strike's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#63.7503.750
Visuals(Graphics)#64.0004.000
User Interface (UI/UX)#73.6673.667
Sound/Audio#73.4173.417
Fun#103.1673.167

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://hangan2303.itch.io/endless-strike/devlog/1569227/new-game-endless-strike

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Comments

Submitted(+1)

Have seen a big improvement between the first version and the second version: far more enjoyable .Fighting the enemies is more pleasant and having the choice to go up or down is a good idea. And I have the music and the sounds, this time. The menu is nice too. The slow motion mechanic and the energy bar mechanic work nicely together. Good job.

Developer

Thanks for trying out the game again, the first person to actually give me feedback haha, glad you enjoyed the game.

Submitted

Really cool idea for the game. I like it! Game has great vibe of retro cool game, music works pretty great.

Fight mechanic is pretty great with slow time, for sure it's sell point of the game.

I got some problems with controls but maybe it was related to run out of stamina so I couldn't jump. Probably it's all about platform games where you must polish movement mechanic so game is not too much brutal for player (too hard)

Congratulations on your submission!

Developer

Thank you for the feedback, glad you had a good time!

Submitted

My gameplay

tried to click tutorial button in web version and the game froze. i decided to download exe instead and that was much smoother. I played as both knight and samurai. Samurai feels faster, I don’t yet know what the difference between the two are apart from that.

Positives

  • Art is absolutely fantastic! you have a talent for this my friend!
  • All the effects are quite fantastic
  • Running feels smooth. this is probably the most important for this type of game

Potential points for improvement

  • the combat looked like the most fun part of this game when I clicked on it. And it did feel great, but from a score perspective it turned out to be not that effective. I could just run from them and selecting multiple targets, while it felt epic was a waste of time.
  • I realised a cheese strategy where I could hover over an enemy, press q quickly twice, one shot an enemy without losing breath. This was much more efficient than targeting multiple. Don’t know if this is intended design, thought to mention it anyway.
  • I think the risk reward and aiming for the combat can definitely balanced more. even the mechanic itself can be worked on a little. It doesn’t feel as satisfying as it should, and gives pretty much no reward. right now it is far easier to just ignore the enemies and double triple your score that way.
  • Don’t like the abyss or map drop points in the starting levels.
  • Space not = jump? why? this was why I died a lot of times. i would love for space to also be jump. I naturally assume space is jump in most games.

Thoughts

Now this is just my rambling you can take it or straight up ignore it.

  • I think having levels with defined starts and ends could work really well for this style of game. Sure you could leave an endless mode, but having levels would give structure, and more reason to play as more and more content, backgrounds and such in unlocked.
  • the game definitely has a certain appeal and art atmosphere is a big part of it!
  • to fix combat you could potentially give a keyboard key like (E) to auto-select targets while holding breath. for three targets you would have to press 3 times. if someone presses e 4 times when there are three enemies, the enemies start getting deselected. I know this takes away the aim element, but then again, this is an endless runner not a shooter. People are rewarded for pressing the correct keys the correct number of times in the right order.
  • killing monsters should have natural rewards, like lives higher scores and so on.

Anyway I ramble on because I really a good future for this game and want to see it succeed. Wishing you luck on your game dev journey! Will be following you.

Developer(+1)

Thank you for the feedback and playing the game, I have some changes made for the maim mechanics, will try to finetune and release soon!

Submitted(+1)

The art looks really good and movement/animations felt really smooth. I couldn't use left mouse button to attack but I was able to run past all enemies using jumps and slides. I don't know if you wanted attacking to be optionally but it is easier at this point to run past all enemies. There was also some pretty harsh loading times when starting the game on the web build. Still think you have a pretty fun base here, good job. 

Developer(+1)

Thank you for your feedback!

Quite a few has notified that you can just run pass the enemies, as there are absolutely no incentives or consequences for you to want to kill/attack them. Still working on update/brainstorm new idea for it, so stay tuned!

Also will try to update the loading optimized more for web version.

Submitted

I really enjoyed Endless Strikes. I don't normally play endless runner types but, this felt real good. I think it may just be a web browser thing but, the main screen buttons text was a bit small. Other than that the game seemed to take awhile to load once you selected your character and started the game. I loved the art style too, super fluid.

Developer(+1)

Thank you for playing! And will look to improve the optimization on the game, glad you had fun!

Host

Everything about this game is great, but attacking enemies... the mouse aim doesn't work for the gameplay... i resorted to just running past every enemy and didn't bother attacking at all... Also, you need to teach the player how to attack... but it may not even matter because when i finally figured out how to attack, I just didn't want to use it.

Developer

Thanks for playing and feedback, will try to brainstorm on how to make the attack more impactful next patch :D

Submitted

All the animations look really cool. It wasn't totally clear that I was supposed to click the left mouse when doing my attack, that took me a few goes to figure out. Also there where times when I was killed on terain that looked like I should be able to walk up it. The sloping looking terrain. Cool game.

Developer(+1)

Thank you for playing!

Will try to look at all the terain map again to see what causes this issue, also stay tuned for the tutorial section update, thanks for the feedback!

Submitted

Good game! I really like your gameplay idea. However, I'd like to point out a few things that caught my attention:

1. The player animation has a constant speed. This means that when I press the **A** or **D** key and the player moves faster, the animation speed doesn't change to match the movement speed.



2. The game needs more optimization, especially the web version. Also, when I select a character and click the **Start** button, I notice a slight delay. If possible, try to fix this issue or add a short loading screen for that section.



3. While I was playing the game, I found a bug. When I was killed by the edge of the screen, i was killed twice.


4. I know the game is still in development, but in the future you could use a custom game icon instead of the default Godot icon. For example, my game was also created with Godot, and I use this icon.

It is displayed on both Windows and Android.


Overall, your game is good. Keep up the great work and keep developing it!

Developer(+1)

Thanks you for the valuable feedback, have noted to all of them and will try to be added in the next patch! Happy gaming.

Good game concept and visuals!
More power-ups, levels, etc.
IMHO I would duplicate Q aiming with the Right Mouse button. Due to a problem with the keyboard matrix scanning, when you already holding down multiple WASD buttons, and it doesn't want to register another one.
Also, when the attack gauge is empty and I press the Q button, I would prefer to have some kind of animation + sound to show that the attack cannot be performed right now.

Developer

Thank you for the feedback,

For the Q aiming, you could also try to update key bindings in the game’s Settings to play as you like, but I honestly did not know about keyboard matrix scanning, will need to look into it and figure it out.

Will also update some visuals and sounds to indicate when the gauge is empty or almost empty next, thanks for playing!

Submitted(+1)

Nice game ! :)

Developer(+1)

Thank you!

Submitted(+1)

The UI looks great.

Unfortunately I wasn't able to play much on the web version. It gets stuck when attacking.
I try again later...

Developer(+1)

Thanks for playing, please do check again if there is some issue, will notes to fix on the next patch!

Submitted

I tried it again and this time I was able to play it. Linux web seems to work better than windows web =).

The game looks pretty good. I cant say that I enjoy very much the attack mechanic. In the end I simply spammed click each enemy one by one.
I am sure that once more things are into place the mechanic will start shining. 

There are interesting things you could do, like making the map a downward slope and increasing resolution a bit. I think that would feel cool.
One think I would also point out is that the platforms blend with the background a bit too much.


Over all its a nice good looking game. Well done and good luck!

Developer

Thank you for checking the game out again!

The idea on the game’s mechanic is it might be hard to manage the Breath mechanics, but if you are really fast, efficient and acurate with your aim-click , you can manage just fine! Have you tried the harder difficulties to see if you could able to get higher score yet :D

Still, I will do some brainstorm to see if there is something else I could add to make it more restricting rather than endless spam clicking.

Thank you for the feedback, appreciate it, and will note it down to see if I can work on the game more!