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A jam submission

Axon SurgeView game page

You have no weapons. Grab your enemies, throw them, and watch the chaos unfold.
Submitted by jjlmoya (@jjlmoya) — 2 days, 9 hours before the deadline
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Axon Surge's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#24.1744.174
Overall#33.6633.663
Concept#73.4353.435
Presentation#83.6523.652
Enjoyment#93.3913.391

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
jjlmoya

Software used
Visual Studio Code and Chrome

Use of the limitation
I decided to take the limitation literally. What if the enemies really were my weapons? You play as a biological core surrounded by hostile pathogens. You don't have a gun, a sword or anything else to attack with. Instead, you grab enemies with psionic tendrils, throw them around and make them destroy each other. The basic idea is simple: grab, aim, throw. The interesting part is what happens when the thing you throw hits something else

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Comments

Submitted(+1)

You are a genius man! It so fits to limitation of jam. I like how smooth and perfect have done swipes and physics. Also awesome art, vfx and animations! You did a great job <3

Developer(+1)

Thank you so much, man! This means a lot to me. I really wanted the swipes and physics to feel smooth, so I’m glad you noticed. I’m also happy you liked the art, VFX and animations. I had a lot of fun making them. Thanks for playing and for the kind words <3

Submitted(+1)

Can you give me advice how to do art, VFX and animations like this? What soft did u use and maybe you can recommend some videos?

Submitted(+1)

Oh, and also UI is brilliant, if u did that too!

Developer (1 edit) (+1)

Thank you! Yes, I made the UI too. I’m actually a bit obsessed with diegetic UI. I don’t want interfaces covering the gameplay. I want the information to exist naturally inside the game world, even if the player doesn’t immediately understand every detail.

For example, power-ups attach themselves to the core and keep their original colours, becoming visually integrated into it. The core itself gradually absorbs those colours, slowly mutating its own colour as the run progresses. A healing power creates a ghostly ring that slowly fills up. The core’s hitbox depends on how many rings it has, so having more health also makes it physically larger and harder to manoeuvre.

The permanent currency is attracted by a deliberately slow beam, which gives collecting it more importance. Even the currency itself has a small protein chain inside it. The experience isn’t shown through a conventional bar either: it accumulates inside the core and reaches a visible threshold before producing the level-up effect.

The threat level grows around the edges of the arena instead of using a normal meter. Off-screen enemies appear as coloured marks on the borders, and tutorials use arrows, circles and trajectories placed directly in the game world.

These are the kinds of tiny details I try to polish as much as possible, even though most players will probably never notice half of them. The goal is for the interface to feel like part of the world rather than a layer placed on top of it.

I still use a few conventional elements, like the settings button, combo counter and reroll button, but I try to keep them to a minimum.

My main advice would be to choose a visual rule and commit to it completely. For this game, I went for something mathematical, geometric and exaggerated. How would you represent poison in the most mathematical way possible? What about gravity? I try to reduce every idea to its most basic visual form and stay faithful to it.

After that, it’s mostly about iterating, experimenting and insisting. Sometimes things work, sometimes they look terrible, but both outcomes teach you something.

I don’t really recommend my software stack, though. I’m a front-end web designer, so I made everything from scratch in JavaScript using what I already know, even if it isn’t the most practical approach. I also love building engines and tools, so I avoid using a game engine because that’s one of the parts I enjoy most. For most people, though, using an engine would probably be a better choice.

P.S. I’m not sure which of these features are included in the version submitted to the jam. If you want to play the very latest version, it’s available on my website: gamebob.dev. I’ll keep updating the jam version too.

My creative motto: Once I commit to an idea, I take it all the way. Doubt and half-measures only weaken the result.

Submitted

Thank you for such a wide response, it's a real science, nothing less)

I 100% agree with your creative motto. I felt it on myself through the years. 

Also wanted to say that u have awesome website, always wanted something like that, maybe someday I will take a time for this, too.

Developer(+1)

Thank you! Regarding the website: if you want to make one, start as soon as possible and build it little by little. Months or years from now, you’ll look back and already have a well-paved path.

If you can’t afford it right now due to limited resources, you can just use Cloudflare. It doesn’t matter if you don’t have your own domain yet; you can always buy one later whenever you feel like it.

The best approach is getting 1% better every day. Determination always beats motivation!

Submitted(+1)

Fun game, looks good. I wasn't exactly sure what to do to beat the boss but it seemed like i was hurting him when a projectile spawning from a collision hit him. I'd maybe limit how far you can drag the enemies since you can just drag them into the others. It'd be more challenging if you were forced to slingshot

Developer

The Boss has a simple mechanic: each tentacle has a color. You have to break all 3 tentacles to be able to damage it. It has a vulnerability period, and then they regenerate.

Regarding the throwing mechanic, in the game, outside of the JAM, I’ve already created different mechanics and different cores with various types of Psionic powers, but I didn’t have time to upload it. If you’d like, I will update it once the JAM voting ends.

Thank you for playing the game and for the feedback!

Submitted(+1)

Great submission!  Your art reminds me of a game in the 90s I played on SNES called Zoop.     Did you use a game engine for this?  

Developer

I wasn’t familiar with the game, I’ll look into it. I don’t use any engine, which is why the game’s aesthetics are like that; I didn’t want to get into creating a game engine and used math to my advantage. Everything is programmed from scratch 😊

Thanks for playing the game, and I’m glad you liked it!

Submitted(+1)

Probably at the moment this is my favorite jam game. There are a lot of games of this genre, but it's very cool that the mechanics of interaction between enemy molecules are worked out here. It's also a huge plus that there is a pump, I probably spent 10 minutes to put together a build with which I will live to see the boss. In general, the game is cool, I did not waste these 20 minutes <3

Developer(+1)

Thank you so much! ❤️ It really means a lot to me that you spent so much time experimenting with the mechanics and building your setup for the boss. That’s exactly the kind of thing I hoped people would do with the game. And I’m very happy those 20 minutes didn’t feel wasted! 😄

Good luck with the rest of the JAM! 🙌

Submitted(+1)

This is solid work, particularly for a game jam. It plays like a fully finished and polished game.

Developer

I left all the versions up in case you guys wanted to play. Basically, I loved how the gameplay felt in the very first version, and right then I knew I was going to make a full game out of it.

I took a step back and, instead of writing spaghetti code, I focused on making it scalable. I got kind of obsessed and poured a ton of time into it, keeping in mind that everything had to run smoothly.

With the whole architecture in place, things ended up coming together super fast. Now that the jam is over, though, I’m going to go back and polish a few things:

Difficulty, onboarding, enemy patterns, XP balancing, ecosoma balancing, and restructuring the genetic memory. The codex is just a sneak peek right now—it only has the data for the first creature.

But thanks for playing and for your kind words!

Submitted(+1)

I found this game enjoyable, sure it may be fairly tough but the visuals are pleasing and the core mechanic of using a sort of 'tether' (tendril) to grab an enemy and launch them at another enemy is innovative. I noticed that the 'software used' mentions Visual Studio Code (and no game engine) - I find it extra impressive if the game was written in a custom game engine.

Developer(+1)

Thanks for playing! And yes, I build it using vanilla JavaScript so it runs natively on the web. It’s the technology I’m most comfortable with, and honestly, the most fun part for me is building the engine itself. I really enjoy it

I’ll be working on the difficulty and introducing it more progressively. Thanks for the feedback!

Submitted(+1)

like the game but how do I get to more levels can only find 1

Developer

Its a roguelike loop. You start always from the begging and improve you killing an attracting experience, when you kill enough enemies a Boss spwan. After defeat the boss you pass to the new area.

You can collect a currency that unlocks three skills (memories) to improve the further runs

Submitted(+1)

I love the game but it was so hard on touchpad.  That is my fault, but I still liked it.

Developer

“Yeah, touch controls are really tough. I’m not sure if there’s a way to improve it, but I realized pretty quickly that the mechanic absolutely requires a mouse. Thanks for playing, I’m glad you liked it!

Submitted(+1)

I love the look of it! You can honestly sell this as a android game. Tho.... as it is, the shapes come in too fast and numerous. And the swinging feels too imprecise. I feel that i need more control over the grab and swipping. Like how angry birds lets your hold and aim where you shoot. I feel that could go a long ways. Or at least as a control toggle.

Developer

Thank you so much! I definitely need to work on the balance. I have spent so many hours playing it that it feels ‘easy’ to me, but I will take your feedback and use it.

I will experiment with that type of control. It might be exactly the idea I was looking for to make it work well on mobile. It could even be a mechanic for future cores. You made my day, thanks for playing!

Submitted (1 edit)

No problem! The sling shot controls are popular on many mobile games becuase of how versatile it is. You can get a lot of mileage out of it by adding layers and gimmicks on top of it. 


another good inspiration is the Peggle series by popcap games. that gave you power ups and extra score depending on what you hit. one of the power ups lets you see the trajectory. I did also get reminded of another game where you play as a ball that must adsorb other balls of the same color to expand and get bigger. I can imagine a mode where you have to combine like colored objects and be mindful of their size, and as you progress, the core gets bigger. I could name other games like the zuma and luxor game series where you have to time things to combo multible same colored objects, or bloon tower defence where you can set turrets, or heck, classic asteroids and break out! but you get the jist. I can see potential with this by giving different control options and experiment with gimmicks and gameplay layers. I say play video games you like and take notes!