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Until I Wake Up's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #4976 | 2.958 | 3.556 |
| Audio | #4984 | 2.681 | 3.222 |
| Enjoyment | #6720 | 2.496 | 3.000 |
| Creativity | #8561 | 2.311 | 2.778 |
| Narrative | #9001 | 1.664 | 2.000 |
Ranked from 9 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?
You have to survive as much as you can, extending the countdown by killing enemies or buying more time
(Optional) Please credit all assets you've used
Myuu - Don't Die On Me is under a Creative Commons BY 3.0 license.
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Comments
I think your game is very cool, criminally underrated and for a solo dev, it's very impressive ! I think it's a mix between doom (the og) and vampire survivors so I'll compare your game to them, but I do understand that you worked alone for 4 days ; I gave your game a high grade, it's more if you want to keep working on your game :)
In doom, the best part of the game is not really the combat, it's the freedom of movement and how fast paced you move. the level design is also a big part of the appeal (not the button pressing however, but the verticality) so having obstacles would have complemented the shooting a lot :)
In vampire survivor, a lot of the fun is from the "high risk/reward" that comes from collecting xp. It probably would have be better to have the enemy drop the token; or some reward to make risk taking more appealing. As it stands, its a really cool game with avenue to improves.
I saw that you wanted to add a tutorial, but I don't think it's needed. I do agree that it is sometime confusing, so here's something you can do to make it less confusing :
- for the eye, I didn't understand as well what they did. Adding a clock to their sprite, with arms that rotate fast around the center of the eye, would probably be very effective way to tell the player what the eyes are doing.
- for the shop, give the player a few seconds at the end of the wave with something like "wave defeated, opening shop in 3... 2... 1..."
Hi, thank you very much for the detailed feedback, it's much appreciated! I never thought about adding obstacles but now that you mention it, that would actually be a great idea. As for the risk-reward, it's definitively something I should have worked on. I hope I get to manage my time better next time and playtest it more, but if I keep working on it I will definitvely take your advice!
Fun arcady game, but I kept getting ambushed from behind. Maybe a directional sound from enemies can help there.
Also I was not sure what the eye is doing, or how to open the shop.
Thank you for playing and for your feedback. The eye makes the timer faster, and the shop opens up after clearing the eye or the cultists. I really wish I had time to add a tutorial or to balance the mechanics better
Firstly, I love the style. I am a big sucker for that kind of retro FPS. I've never seen a game with this style where you can jump!
I think the pacing of the game is a little off, probably because of the balancing. It doesn't feel like I am fighting against the pressure of this countdown, it is almost like a secondary thing thrown on top. With some balancing work, I think you could make that feeling of pressure and tension a lot better. The combat mechanics were very well done though, and the art was great. Awesome job!
Unfortunately I was very short on time and couldn't really do a lot of testing/balancing. Still, thank you very much for playing and for your feedback!
Great game! Simple in it's core nonetheless addicting. I love the sprites <3
Love the ideas of mixing 2D in 3D environment. Some improvement I think:
- Need some kind of indicator on the screen to let player know where the enemies is coming from when they're getting close. At some point I got hit by range enemy that I dont know that they spawn behind me.
- I think this is survival genre right ? Maybe we need some landmark in the environment so that player dont feel lost when running around
Overall this is good, there is room to improve ! Kudos!
Hi, I'm glad you enjoyed the game! An enemy indicator of some kind is one of the first things I would have added if I had more time, and in general there is definitively some balancing and polish to do. Still, thank you very much for playing and for your feedback!