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A jam submission

Beware the floodView game page

Shoot objects -> Collect loot -> Buy upgrades -> Repeat. But beware the flood!
Submitted by dancar — 6 hours, 13 minutes before the deadline
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Beware the flood's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#14903.6303.630
Artwork#31253.4073.407
Creativity#44253.2963.296
Audio#50532.6672.667
Narrative#53372.2962.296

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
There is a countdown to when the valley floods. You need to collect as much as possible in that time before you drown. Each object also has healthbars that counts down

(Optional) Please credit all assets you've used
see description for full credits

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Comments

Submitted (1 edit) (+1)

I like the idea of this loop, and the environment is very pretty.
The flood is also so beautiful to watch coming in.
:)

I just think the actual shooting stuff on the ground part needs some refinement.
It didn't quite feel right to spend so long trying to shoot a tiny bush with a gun, and the small mushroom seemed indestructible!
If this were expanded, I think I'd prefer to be hunting monsters or bandits in the woods, rather than shooting tress and rocks; but I understand that is way too much to ask for a game jame.

Side note: I can keep shooting and reducing health as the water rises.
Might be a way to exploit this for extra EXP/loot.

The water is beautiful, let it come...

Submitted

the game is good but you need to fix the web version

Developer

Thanks! but could you please elaborate a bit on what is broken with the web build? It seems to work for everyone else

Submitted(+1)

The camera is a little bit broken. Like, when you try to look around, it glitches a little bit.

Submitted

Nice turn your brain off game! I almost got all the way there!

How on earth did you let the player spawn so many balls without frying the GPU, did you use an Entity Component System or super-batching or something?

Developer(+1)

Thanks! yeah I've been using Unity's GPU instancing stuff (Graphics.RenderMeshInstanced) for the bullets, loot and HP bars. I was suprised by how well it worked and how performant it is in the WebGL build :)

Submitted

It took a lot of brainpower to stop playing so I could rate the game. Very enjoyable.

Submitted

The progression curve is really satisfying! The beginning is slow, but once you start to really destroy the valley things move up pretty fast. And it’s satisfying to see all those balls bouncing (the web version runs pretty well actually). The game kinda gets repetitive, and the flood never really presents a real threat. But it was still fun to play it to the end. Nice work!

Submitted

great concept and style

Submitted

What a fantastic number goes up game, I had a lot of fun with this! I like how there was an actual strategy to maximizing the bullets' effectiveness

Submitted(+1)

Played and left comments on my stream. Probably deserved a few more minutes, but lots of games to go through! 

I was a bit worried when I saw this as I'm playing on a laptop with a trackpad, so I thought I would just play it for a few minutes and get the concept then rate it... i finished the game. 

This was really enjoyable, there were some occasional hiccups where trees and especially toadstools would spawn clipped into the edge of the area. It wasn't too hard to deal with but the toatstools really needed some precise aiming to get them. I also think its very funny that the toadstools were much harder to destroy than the huge rocks. 

Well done, this fully pulled me in and kept me playing. 

Submitted(+1)

Got 100% and found a button. Thought that was the end of the game but nothing happened. Tried again, turns out I was too overpowered and I had just destroyed the bed that was behind the wall.

10/10 weirdly enjoyable experience, probably the game I played the longest time from the jam :)

Submitted

Thanks for playing ... you can rest now. 

Made it!!! 

I think day 25 or so ... dang it, what a rush to be so overpowered at the end.. ough 

Submitted

I love the overall low poly look of it and the water looks great! 

Submitted

I like the low poly aesthetic, nice job!

It feels like the upgrades could make the player more powerful more quickly, and there's a handful of upgrades where it felt like there was barely any difference to the effectiveness of my gun (such as bullet lifetime), but overall this was a fun time!

Submitted

I got to 92% clearance before I had to peel myself away hahaha. I think you were really onto something with this game, honestly!

Submitted (1 edit)

Cute little game! ..that took a lot of my time :)

I enjoy the idea of a 3D idle / clicker game, especially since you can make the way of gaining more points more involved than traditional 2D clickers. I feel like this one almost captures a similar feel to Katamari Damacy, in that you continuously keep getting bigger things. I think it would be beneficial to lean more into that, and let the player start taking down some truly giant things, like buildings and mountains.

The scaling at the beginning was absurdly slow, I get that it makes for a larger payoff later, but for a jam game people usually don't have / want to spend a ton of time on a singular game.

I think the flood idea can also work well if you designed more around it, other than just having it be a simple timer. If you had a larger map, you could incorporate areas that require you to get there in time, or learn secret paths to get to different places sooner. But, if you made these changes, I think the punishment for getting caught in the flood should be different. Maybe just ending the day, but not losing all of your things? Or causing what you have to count down, and not completely empty. Since you don't want players to avoid taking all risks because they don't want to lose progress.

Having different maps would also be a simple way to add more, just getting new things to destroy would be a fun way to add more replay ability.  And you could also work in some unique mechanics to each map.

The fantasy of progression in this game is very good, since it is fun to imagine clearing out entire hordes of objects effortlessly, and thus gives a drive to want to be there. Although, I do think that the storage upgrade held this back the most, since it scaled by a static +2000, when I could easily fill that every time.

There are likely also a lot of other upgrades that could be explored, like maybe some that let you deal more damage to specific object types. Or changing the size of what you shoot.

Nice job!


Developer

Thanks for the amazing feedback. A lot of what you mentioned was stuff i would have like to add if i had the time. And i agree with the scaling and balancing at the start. Thanks for playing!