I enjoyed the beginning stages of the game but it definitely needed some kind of ending, as once the upgrades kind of dried up it became less interesting. I do think that the projectile system is fun to use in this game as it starts out pretty hard to use (with e.g. the front facing projectile being somewhat awkward) and then gets more and power powerful over time as you unlock more upgrades. I thought that the upgrade menu itself timing out was clever in that it let you get through it without spending a click -- I think this could be a fun mechanic to play with if you started out with fewer clicks (and maybe had more ways to gain them), although I suppose that would also be quite punishing in the usual bullet heaven format with increasingly harder experience requirements.
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67 Clicks's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #4075 | 3.185 | 3.185 |
| Audio | #4914 | 2.704 | 2.704 |
| Enjoyment | #5126 | 2.815 | 2.815 |
| Creativity | #7515 | 2.593 | 2.593 |
| Narrative | #7586 | 1.926 | 1.926 |
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?
My game count dows every click of the player
Comments
Simple but fun game. It felt nice getting more powerful over time. Good job.
Love it.
Really enjoyed the jepordy of the clicking mechanic.
It really made each upgrade desicion feel important. One minitue you are saving up for more power or health then you get in a bad situation and use a lot of clicks. Forcing you to add more clicks instead increasing the jepordy.
For such a simple game loop and control scheme you designed the mechanics well and the fitted nicely.
Great jam entry.
Oh, so this is what Luke Muscat talked about in Mark's "What's the Point of Prototyping?" video.
Jokes aside, the limited clicks are an interesting concept, but I never really used them because just running mostly straight trivialized the levels, and there were no enemies killed counter, or time remaining etc, because they would've made surviving meaningful, giving me a clear goal & feedback to work towards.
Overall, a solid foundation, well done!
Thanks for th feedback! Indeed, i made my game a little to click-independant wich almoust turn click counter into just a dash counter. I, actually, didn't think about giving a goal to the player, like "free the vampire" or "survie the 30 minets", wich is my mistake. I would definitely solve this and "running straight" problem, if it comes to make a full game from this prototype.
I’m not sure if I ever played a survivors like that you just control with the mouse? I feel like this is the next iteration. I also love how you shoot in the opposite direction that you are going? It’s like well yeah that makes sense, so from the beginning of the game you kinda feel powerful already.
Also you kept it simple with just one weapon, but you still feel powerful when you’re shooting like all 8 directions or however many fireballs it was. This was solid fun.


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