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A jam submission

Pocket SurvivorView game page

One-thumb survivor-like — dodge the swarm and evolve 12 weapons across 5 cursed realms.
Submitted by Emberseal Games — 28 days, 20 hours before the deadline
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Pocket Survivor's itch.io page

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Comments

Submitted

Great game overall. I understand the need to monetize the game by encouraging players to watch ads, but the ad buttons appear too frequently. Reducing how often they show up may make the experience feel less intrusive.

Loot & Item Collection

  • Loot dropped from treasure chests does not seem to be affected by the magnet effect. Players still need to manually collect each item.
  • For example, after opening a chest, it would feel smoother if the loot was automatically pulled toward the player instead of remaining on the ground.

Visual Clarity

  • The purple Totem projectile looks too similar to enemy projectiles because they share a similar colour.
  • Consider changing its colour or adding a stronger visual effect so players can immediately distinguish friendly projectiles from enemy attacks.

Game Pacing

  • It takes quite a long time before the player reaches the boss. The time between starting a run and encountering the boss could potentially be shortened or made more engaging.

Boss Balance

  • The boss currently dies very quickly. Unless the intention is for the boss fight to last only around 3 seconds, I would recommend increasing its HP or overall survivability.
  • After taking a relatively long time to reach the boss, having the fight end almost immediately feels a little underwhelming.

Map & Camera

  • Consider making the map loop/wrap around, with the camera continuously following the player.
  • Currently, enemies spawning near the border can catch the player off guard because they may appear from areas outside the player's view.
  • A looping map or improved camera behaviour could give players better awareness of incoming enemies.

Pretty fun, honestly - rated. Please consider giving mine a play as well and rating. 

Feedback: 

I'd consider making everything ramp up a bit faster. I started getting a little bored before the first boss arrived. After that, things started getting interesting a little faster, as it got more challenging. But I'd worry some players might give up before that happens. 

The way the power up screen appears is somehow a bit disorienting. 

Some of the attacks have effects that feel confusing - I'm not sure if I just launched an attack or if I just got hit by something. A mix of sound effect and visuals causing that. 

Submitted(+1)

Gameplay: I noticed the enemies react nicely when they take damage

Story: Since this looks like it's made for mobile, players there usually want fast, quick gameplay. It might be worth cutting back on the story and focusing more on the gameplay itself

Visuals: The mix of pixel art and AI-generated art felt like the weakest part to me. The two styles don't really match, and it breaks the overall look of the game. I'd suggest sticking fully with pixel art

Developer(+1)

Thanks a lot for the detailed feedback!

I’m glad to hear the enemy damage reactions felt good. That’s something I wanted to make satisfying during gameplay.

You’re right about the story side as well. Since the game is aimed more toward mobile players, I’ll focus on keeping the experience faster and more gameplay-driven instead of slowing things down with too much story.

About the visuals, I completely understand your point. The mix of pixel art and AI-generated art can feel inconsistent, so I’ll work on making the overall art direction more unified. Sticking fully to pixel art sounds like a better direction for the game’s identity.

Really appreciate the honest feedback — it helps a lot.