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A jam submission

VOID RUNNERView game page

Very Early Gameplay Mechanic Prototype
Submitted by codeseed — 4 days, 2 hours before the deadline
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Play VOID RUNNER

VOID RUNNER's itch.io page

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Comments

Submitted(+1)

looks quite good, like the audiovisual side, the font is on the line of hard to read but it's well combined so I think it's good, controls seemed intuitive as well

at first when i just started playing without reading anything outside of the game I didn't really know what is the goal

not really sure what else could be useful, my score was under 100k I think

Developer

Thanks! I actually just uploaded a update/patch with some balancing changes and enemy updates. At the moment the only goal is to get the highest score you can, but I am going to be changing the later game soon now that i know people are enjoying the basic gameplay. I appreciate the feedback!

Submitted
ran VOIDRUNNER (jam build). could not reach a single run: it opens on a name dialog before any gameplay, CONFIRM stays greyed until the field has a name, and typing into the field did not register for me (could be my remote setup, but worth a check). for a playtest jam that is a hard gate: a tester who cannot type a name never sees the game. suggest PLAY starting with a default name and autofocusing the field. also the title screen lists PLAY/SETTINGS/HIGHSCORE/HOW TO PLAY but shows no control hints, so the first thing a tester wants is not on screen. happy to re-run once i am past the gate.
Submitted

I played a few rounds and enjoyed the game,  scored 335,600

I think it performed above expectations in Graphics, Smooth movement & Animations. The boost and the shields are great additions.

The one thing that bothered me were the planets, while they somewhat revolve they look like a flat 2d sticker, maybe you can find a way to give them a more natural 3d feel, maybe have it as a rotating 2d animation that gives off the effect of a revolving plant. Another topic, in space you continue to move until you counter balance to advancement. In the game you decelerate over time to a halt, maybe it by design, im not sure, but just flagging.

Lastly, if you can add an option for continued fire that would be great.

Aviram 

Host(+1)

202800 points, did only one run.

Basically this is pretty nice Asteroids type game, which also had some nice additions, like shields being dropped and shooting enemies. And I did feel bit excited when I played this, so it worked in giving me some emotion while playing it, showing that this game is not bad at all.

However, there were two vague problems, meaning that I am not sure what exactly was the reason for these.

But first one was that enemy appearing felt too random. Now I want to clarify this, since by default in this kind of game enemies appear randomly to random locations, and that is fine. But I havent felt like it felt not connected and random when I have played other games like this.

Somehow it seemed like incoherent mess. That even when things come at random, they usually still feel somewhat not so random. As in, say after random intervals, there comes random number of enemies. Say every half a minute. Even they come at random and their number is random, it however doesnt feel competely random, but you can expect that roughly half a minute later, there will come next batch of random enemies.

But in this game it just felt like things were appearing completely random, which made it feel like there wasnt any aim at the game. That instead of having a aim of destroying new wave in half a minute, or face the next wave together with the next one, I didnt feel anything like that but felt like there was just random stuff I kept shooting at, with no purpose other than stay alive.


The second problem was that this game felt bit slow in progressing. That for example those basic meteors didnt feel like they were about to grow to become a threat, but they just felt like couple of them appearing, slightly bigger, but not really being more than a nuisance.

It didnt feel like there was actual threat level increasing from them, and only real difficulty came from new type of enemies, mainly the shooting ones.

And it felt like the game simply lasted too long, that it was simply getting difficult too slow, especially the basic meteorites, which did feel like they would eventually be a threat, but that game would end many times before they would become a threat.

This is also why I didnt want to play another game, despite that I did feel excited when I played, since felt like it takes too much time without any real progress.

FIx those two problems, and this is a really good game of its kind already.

It looks good, playes good, etc. just those two things currently keep the game from reaching its true potential.

Developer(+1)

Thank you for taking the time to play it and write all of this out. This is actually the first real feedback I've gotten on the game, so I really appreciate it.


I think I understand what you mean about everything feeling too random. Right now there isn't much structure behind when threats appear, so even though there is technically progression, it probably doesn't feel like you're working through anything. I like your idea of having more recognizable waves or intervals so the player has something to anticipate and work toward instead of it just feeling like things keep appearing forever.


The pacing is something I'm definitely going to work on too. I don't want a run to take a long time before it starts feeling dangerous, especially if that makes someone not want to immediately try another run. I'll experiment with making the asteroids and overall threat level ramp up much faster.


I'm really glad you enjoyed the actual gameplay and that it managed to create some excitement. That means a lot to me, especially this early on. I'll do my best to take your advice and improve those areas. Thanks again for giving it a shot and for being so detailed with the feedback.