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Charge Up's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #65 | 3.743 | 3.909 |
| Accessibility | #92 | 2.872 | 3.000 |
| Controls | #98 | 2.959 | 3.091 |
| Overall | #113 | 2.885 | 3.013 |
| Originality | #120 | 3.046 | 3.182 |
| Graphics | #123 | 2.698 | 2.818 |
| Fun | #130 | 2.437 | 2.545 |
| Audio | #131 | 2.437 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot v4.7.2.stable
Theme Interpretation
The main move of the player is an attack that needs to be charged up.
GWJ Participation Level
1
Team Size
3
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
I think there's a few UX things that could make this a lot more enjoyable.
First, WHY IS THE SCREEN SHAKING THIS MUCH!?!?!? I legitimately couldn't beat level three because there was so much screen shake. Maybe that's just my computer? Idk.
Second, there's gotta be some feedback for both when you are being hurt and when you are hurting an enemy. This could be a sound effect, a SMALL amount of screenshake, or an ouching animation, but many games use a combination of these. Godot has a built-in tool where you can make a sprite change color if you want to take a shortcut.
Third, and I know I'm not the first to say this, but there's gotta be a minimap. The map designs are not linear nor memorable enough not to have one.
Fourth, don't put a black HUD on a black background. You cannot see a black HUD on a black background.
Fifth, I would make some kind of indicator for how many keys you have/need to collect. It was a little annoying to go back to the gate over and over, and discover I didn't have enough keys.
Sixth, and this one really isn't a UX thing, but what are we doing? Why are we here? Who are we? I just need a little bit. You don't even have to put it in the game. You can leave it in the description. I need something to keep me going.
Sorry if this is coming off as overly negative. I'm sure this idea has potential, I just wasn't able to see it. I did have some fun despite the complaints, and I know that the three of you can do better at whatever game you decide to make next. Good job submitting a game!
Good entry! It was fun exploring around and checking all the corners for what loot and dangers were around them.
The VOD for the review is linked below, and will be available for 60 days:
https://www.twitch.tv/videos/2858435184?t=1h34m7s
Probably could have done with a minimap, and an outline around the meters (the black melted into the background color), but well done in any case!
The need to stand still while charging a shoot made it pretty hard! But in a good way, it was nicely original. I liked it :)
The theme was implemented very well and the shooting felt very satisfying. I do however need to leave a bit of criticism so you can improve for your next game! On a godot-technical note, the laser beam sometimes overlapped with the UI, be sure to check out if the z-indexes are all correct. The font size was very pixelated at the beginning, if that was not intentional, you can simply change the font size to a high value in the Label's theme / theme override and then change it to a smaller scale to achieve a high resolution at a smaller font scale. In addition, the music matched the game but was a little hard on the ears / repetitive. I would also keep in mind to add a clear goal in your next game, even a simple thing like reaching a trophy or killing a specific number of enemies would motivate players to keep on playing. Keep on improving, I hope to see you back in the next jam!
The theme was implemented very well and the shooting felt very satisfying. I do however need to leave a bit of criticism so you can improve for your next game! On a godot-technical note, the laser beam sometimes overlapped with the UI, be sure to check out if the z-indexes are all correct. The font size was very pixelated at the beginning, if that was not intentional, you can simply change the font size to a high value in the Label's theme / theme override and then change it to a smaller scale to achieve a high resolution at a smaller font scale. In addition, the music matched the game but was a little hard on the ears / repetitive. I would also keep in mind to add a clear goal in your next game, even a simple thing like reaching a trophy or killing a specific number of enemies would motivate players to keep on playing. Keep on improving, I hope to see you back in the next jam!
The map is really big and nicely drawn. It does get a little repetitive after a while, though. The enemies have a few different behaviors, which is definitely a plus. It’s one of those games where I’m really glad the player character is faster than the enemies 😂
the fighting was okay the map design was horrendous sorry to say this but I got lost so many times on the second level and the enemies don't really present that much of a threat I just ran away from everything and I feel like the laser could do with more damage the more you charge it and if you charge it fully it should insta kill anything that it hits definitely your game desperately needs a mini map first of all then figure out a way to force players to actually in game in combat and use your combat system but I still had an okay time when I was trying to shoot and the balls are designed well you either need more or you need them or a redesign of the default enemy regardless good luck