You should look into Spatial Partitioning if you want to reduce the lag when there are lots of enemies colliding! :D
It's very simple to implement
Play game
Chain Knight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Interpretation | #45 | 3.393 | 3.393 |
| Audio | #75 | 2.071 | 2.071 |
| Overall | #75 | 2.470 | 2.470 |
| Creativity | #76 | 2.893 | 2.893 |
| Gameplay | #76 | 2.286 | 2.286 |
| Art | #81 | 2.214 | 2.214 |
| Polish | #85 | 1.964 | 1.964 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very satisfying watching the chain algorithm at work. Well done. Sometimes the sfx gets really loud.
Cool mechanic! Definitely could explore more of it, having ways to influence the chain, etc. I managed to get a 135 chain as my highest
cool core mechanic idea, but i have no influence over where the chain is going to go, and i dont understand how it chains, there was a lot of moments where i felt like the chain should chain a lot more, but didnt. Starts to lag when there is a lot of enemies. Too loud, and the game freezes when chain is shot. I dont think this core mechanic can stand on its own. It could be a cool weapon for vampire-like game
I think there's a really nice basis for this to be fleshed out a bit into something that could be really fun. As it stands, it was satisfying to watch the chain go (although the sounds get loud when you hit a chain with 200+ enemies), and even though the game didn't enforce it, I had fun reacting to the randomness of the attack by changing my movement pattern to try to avoid the enemies. I think this is a really cool starting point and I could see it being expanded into kind of a vampire-survivors-like, but where the focus is on reacting to the paths cleared out by your chain to move around and avoid enemies. Anyway, that's just the thought I had here. Even as-is, I enjoyed playing with this and I had a good time watching the shapes that came out of the chain and seeing the enemies get deleted.
Nice work!
Really satisfying!
I unfortunately didn't really understand what made all these enemies end up in a chain. it felt pretty random.
But fun nonetheless, well done!
The sequencing and precision of the chain on the enemy was seamless. And the background music you used really took me back because it was the same track i used for my very first game jam.🥹
satisfying! but felt a little too random on how the chain will capture the enemies. Perhaps adding a little bit control like directing the chain twisting and turning will make it feels more strategic.
One way i could do it is that instead the chain sequence target the nearest enemy in its range, the chain could target the enemy which is CLOSEST to the line between the chain and the cursor. Once the chain has reached a certain distance near the cursor, it will then target the closest enemy as usual.
I love the crunchy sounds when you chain everyone. Very satisfying to watch and hear. Though player doesn't have hp.
If there is no enemy in the next chain range, the next segment will continue to go straight
If there is enemy in the next chain range, the next segment will change it's direction to hit it.
The chain cannot target one enemy twice, so every targeted enemy is marked for the next segment to avoid.
The chain generation work recursively that is why all the node appear at once.
Ahah very satisfying to gather the most monsters you can and then unleash the power of the chain !
I'm not entirely sure what's going on here but damn that's satisfying





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