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A jam submission

Attack OverloadView game page

A crumbling arena overflowing with enemies. Attack to Survive!
Submitted by Kid Chaos — 49 minutes, 20 seconds before the deadline
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Attack Overload's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#623.5003.500
Overall Fun#1283.1673.167
Art / Graphics#1363.1673.167
Controls / UI#1492.8332.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

AI Assisted

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

For 13+

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Comments

(1 edit) (+1)

Sorry for the delay in posting this review!  I'm behind in posting these, so I'll keep the text portion short.  I really like that enemies actually attack the player rather than simply (and especially not additionally) do touch damage.  The core gameplay mechanics are good, but the player choices in gameplay and progression path seem limited.  I would recommend researching how other games in the Bullet Heaven genre do progression and player choices (such as Death Must Die and Deep Rock Galactic: Survivors).

The VOD for the review is linked below, and will be available for 60 days  from the day of broadcast (as a note, the game was only muted in the VOD specifically to prevent any DMCA issues):
https://www.twitch.tv/videos/2887760711?t=0h10m34s

Developer (1 edit)

Hi Oden...thanks for the feedback.
Yeah I always prefer enemies doing an attack action rather than just damage on contact. And once I add more enemy types and bosses and proper 3d models for them, they'll have better animations.
The progression is limited specifically for this event version. I have more upgrades and power ups planned for the final release version but I'll be adding a few more for the final demo version too. Also will be adding more content and map designs (specifically for the obstacles). But I'll surely look into the games you suggested and also other roguelike and bullet-heaven games.
Also, I added a feature to pause the game and sound when it is not active. ;)

I hope you'll try out the demo version when it is out. It'll have OST by then. :)
Thanks again for trying out our game and for your suggestions. Cheers!

(+1)

Hi KidChaos!

This was a pretty fun and good start to a game in the genre, Overload is a bit of an understatement with these games, especially with the disco floor you have going and my colorblindness! I appreciate that you have the feature to be able to change colors, as a reminder, I recommended having the ability to disable or lock certain colors so it doesn't become an issue between levels.

Music and sfx were pretty good, my audience enjoyed the music and cheered when it came back on after I forgot to switch it between the browser and downloaded version! If anything, add more music like what you have to keep everything fresh, especially when the battles get longer!

For the gameplay, this was pretty fun, I won't talk too much about the changes and updates you are making towards the game already since that's already in progress but I do want to leave some comments about what would keep me coming back to your game, especially with a lot of competition in the genre. For the most part, I see similar games even in free platforms like Roblox where I watch my kids play and I think they'd definitely do better on mobile or tablet for things like this since sitting at a PC is something they are still getting used to but kids all jump on mobile devices quite early on.

With the floor falling, and some pits around the stage, you have the framework for some really fun gameplay and mapping. It didn't occur to me while I was playing because I was in the thick of things but having stages where it feels like you are dealing with obstacles would be something I feel would set this game apart from others which tend to be big open fields with masses of enemies. Also, it's a great opportunity for satisfying and fun weapon types, I imagine like a grapple to pull the monsters into a pit you are standing behind. (not sure if that's viable though haha). Other weapons that throw and knock around the enemies would be fun too but all of which are risky because of the coin and energy drops falling off the stage. So much potential and lots of fun with this early concept.

Definitely focus on the core game first but I think some kind of multiplayer and some "skins" would make this very amusing for a lot of people, especially kids who would play things simply to unlock and have a good laugh with their friends. I can picture my son requesting the blocks be dinosaurs and my eldest daughter wanting to see a bunch of ducks waddling at you lol. This can all come later, of course.

I think most of everything else was something you already mentioned that you had in the works, so I'll leave that for now. Looking forward to playing more! Keep me in mind when you have updates!

Thank you for the Jam and for the fun game! My daughter and I enjoyed it!

Regards,

- Glim GlimMusic.com

Developer

Thanks a lot Glim for the feedback and the suggestions.

I'll be revamping the Settings menu soon so I'll add the color disabling feature then. And proper accessibility features ofcourse.

Regarding the music, I'm planning to add a few copyright-free music and more of original soundtracks, and special intense battle soundtracks for boss fights for the final release version. Not sure yet. but I might even reach out to you for some of those soundtracks.

I'm focusing on a Steam release for now, but I'll also add Steam Deck support too, so a mobile version will come soon after. On mobile though it might be a premium rather than free-to-play as I don't want to add microtransactions or ads yet.

More weapons, enemies, upgrades, skins and content is in the works. I'll also be working on making the obstacles more dynamic along with the basic stacks. Multiplayer might be a bit hard to do as I haven't tried anything like that, but I want to add a Co-op feature so I'll look into it but as a future DLC.

Finally, thanks a lot for trying out our game. It was a blast watching you and your daughter play. Cheers!

Jam Host(+1)

Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)

Developer (1 edit)

No worries. Probably will add more updates by the time you get around to it...but I'll keep an event version available for download.
Looking forward to your feedback. One request, please let me know when you decide to stream it so I can hop in.
Thanks Hythrain :)

Jam Host

If you update it before I get around to it, I'll play the new version. That way, I don't tread ground on things you fixed already.

Developer

Yeah that's cool. I'll still keep an event version available just so I can or anyone else can see how much the project has progressed.  

(+1)
  • Youtube Link / Twitch Link
  • Graphics : Neon clown vomit , severe epilepsy potential. 
  • GUI : Mostly fine , can be touched up a bit, maybe certain elements being resized [Like the Bitcoins and the other currency]
  • Performance : Fine
  • Music / Sfx : 
    • Music : Fine, DnB , more variety would be nice though.
    • SFX : Incredibly lackluster
  • Gameplay : A bit lackluster atm, it feels like enemies just have ridiculous amounts of HP compared to your damage output, the arena shrinking like a Battle Royale could be leaned into, or the fact you can break individual squares , you getting weapons to break the floors or body slam enemies [physics] could be fun, and at numerous points I was somewhat able to get enemies to fall out of the arena.
  • Notes : 
    • The pistol would be better if you could click to speed up the firerate , as it is by default it feels rather bad.
    • Firerate on the SMG/AR [whichever it is] is pretty low
    • Animations practically don't exist for many things and enemy models are rather obviously just a cube
    • The 'tongue' attack enemy could instead be a telescoping robo-arm to fit the idea of them being robots
    • The thrown weapons should do more damage
    • Many of the upgrades feel a bit lackluster (10% heal , enemies are slowed for 10s or "+3S" ground interval collapse interval) 
    • You get an excess of guns on the ground, have them despawn, or are able to be picked up for more ammo, or just shot to blow them up like an explosive barrel, or even have enemies potentially pick them up after a while (or an enemy that 'eats' them) 
    • Upgrades and their costs might need to be revised.
    • The visual vomit...visuals are fine, but there really should be a toggle option for a 'boring' version for those prone to headaches or epileptic seizures
    • The jump feels a bit jank
    • ATTACK OVERLOAD, MORE LIKE SENSORY OVERLOAD, AMIRIGHT? [joke]
  • Final Thoughts : It's got a fine groundwork, it could do with some balancing and some more variety.
Developer

Thanks a lot for playing the game and for your feedback. 

I agree the visuals can probably burn the eyes. I muted the visuals a lot and added brightness setting in the later updates but I guess it can still probably make ppl go blind af. Will work on improving the GUI icons and sound, and ofc visuals too. 
3d assets and animations are all placeholders...will work on adding proper 3d stuff (enemies will be machines and robots) after the event.

Did a bunch of game balancing in the updates after checking out your stream (and mayshing and shifty's too).
Tuned gun damage and fire rates, enemy hp, throw damage, upgrade costs, jumping and movement. Also there was an incorrect calculation bug for 'Weaken Enemies' power up in the version you tried...so sorry about that but fixed it now. Added features to auto-aim and pickup ammo of guns you have so you don't need focus too much on shooting now and focus on maneuvering around the shrinking arena.

There are more interesting power ups that I will be adding after the event for a proper demo version. The lackluster ones were just added to fill space cause I wanted to check if the core gameplay was fun for players even with basic (and a few exciting) powers ups.

Again, thanks a lot for trying out our game and it was a lot of fun watching you play. Appreciate the feedback. :)
Hope you'll try out the demo too when it's out and share your comments. 

Submitted(+1)

I know you probably caught most things since you were in chat, but here is the recording for your reference: 

Jam HostSubmitted(+1)

Fun game, I get the disco theme, great design, just wished the colors were a bit more muted or less eye-straining so its easier to play longer. 

Developer (1 edit) (+1)

Thanks for playing. Glad you found it fun and liked the design. I really enjoyed watching your stream.
The version you tried was actually a rush job where I slapped some effects last minute. The current updated version was what I planned to submit but couldn't because of some game breaking issues. Now I fixed that and improved the visuals so it's not as much straining on the eyes.
Hope you get a chance to try out the latest version and share your feedback, even if you don't stream it again. 

Jam HostSubmitted

I can revisit it today, forgot one note, if you can add a streamer friendly version where the music will not cause us to have monetization issue, that would work well for us so we can promote it more for you. If its not going to be commercial then don't worry about it. You can replace these copyright music with simpler not copy-righted beats. 

Here's a notice I got from putting video on YT. 

Developer(+1)

Sorry you got the copyright claim but I think yt ai flagged it. Because the soundtrack is COPYRIGHT-FREE content I got from Pixabay. 
I have the certificate for it too. I'll add it as downloadable on the game's itch page. You can use it to remove the copyright claim.
Here's a link for the soundtracks so you can check it :
BGM Home Page :
 -> (Old version) https://pixabay.com/music/synthwave-retro-synthwave-background-soundtrack-341853...  ,
 -> (New version) https://pixabay.com/music/house-house-556493/
BGM Gameplay :
 -> https://pixabay.com/music/dubstep-epic-metal-dubstep-cinematic-144716/
(This is the track with the claim, but in Pixabay and in Youtube it is under a different name and author, so I don't know how that works)

Jam HostSubmitted (1 edit)

yeah the problem with copyright free music is that there is a loop hole that some companies abuse, even if the artists don't claim it, they can claim it if they register it as an arrangement (like an album) =_= yep... Its alright don't worry about it, YT is a hellhole now on copyright claim issues with music, even completely original songs that sounds too close to someone else gets flagged. 

Developer (2 edits) (+1)

Hey...it's done. Updated the game with new copyright-free music. Added all the certificates as downloadable too.
Hopefully no more YT copyright claim issues. Thanks.

Jam HostSubmitted

thank you appreciate the effort. <3

Submitted(+1)

Really good game you made well done! The graphics are really effective, and the music fits well with the game. And I also like the fact you made a lot of enemies chasing me, which makes it look hard.  However, if I had to say something you need to improve, it would be the fact the gun and the hitbox. The gun comes out of nowhere makes it confusing. And I think you made the player hitbox way too small. Although the game is really fun with like the 100 enemy ai movement mechanics. 

Good luck :D

Developer(+1)

Thanks for playing the game and for the feedback. Appreciate it :)
The initial gun (or the gun when there are no gun drops available in the arena) spawn nearby the center. I couldn't fix a specific a place for the gun spawn because the whole arena is destructible, but I'll try to make the gun spawn more prominent (maybe a drone fly by that drops a loot box or something). However, an indicator will appear on the screen pointing towards the nearest gun when you're empty handed.
 
I have uploaded an updated version of the game, with (I think) better graphics, UI/UX and hitbox and hurtbox issue resolved, so I hope you will get a chance to give it another try and share your feedback. Thanks.

Submitted (1 edit) (+1)

Interesting take on the bullet heaven genre. The music was cool and the screen effects were kinda fun. It's clear you were going for a chaotic atmosphere. Unfortunately, almost all of the tweaks to the formula made it worse for me. Here's how a typical run went:

  • Map starts, there's a gun nearby. But don't pick it up! You'll waste limited ammo.
  • Enemy spawns. Now it's safe to pick up the gun. 
  • Fire at the giant red cube. (Gas pump?) 
  • Bullet goes right through giant red cube without hitting it. Try to aim at its center of mass? the ground beneath its feet? The white dot you can't see half the time? Where's this thing's hitbox!?
  • More giant red cubes start to spawn. Eventually, if the horde gets big enough, I'll start hitting some of them, I guess.
  • Every few seconds, there's a lag spike. Not sure what's causing it. Maybe it has to load the gun model every time you get a new gun?
  • Speaking of which, having to go and get a new gun every 5 seconds is annoying. Half the time, it spawns in the middle of the horde. I can't imagine a 2% chance of getting an SMG instead of a pistol is going to save this mechanic.
  • My hands tense up every time I'm forced to go near the edge, every time I'm forced to jump, every time I realize my gun stopped working... pretty much any time anything that makes this game unique happens, my blood pressure goes up.
  • Let's talk about jumping, by the way. My back is to the wall. There are enemies all around me. I have a double jump ability. I'm mashing the spacebar. Why my character not go up? That was rhetorical. You're using Unity, so the answer is probably you used a Rigidbody instead of a CharacterController.
  • You really need to be more generous with the hitboxes, man. Each enemy should have a hitbox for world collisions that's the same size as the mesh, a seperate hitbox for player bullets that's a bit bigger, and a third hitbox for damaging the player that's a little smaller... oh, wait, you used Rigidbodies for everything, I forgot. Make the player bullet hitboxes bigger, then. No, wait, then they'd hit the world geometry when it doesn't look like they should. Okay, so give the player bullets a larger enemy-collider that fits like a shell around the world-collider. I'll take anything. This business of firing into a crowd and somehow missing half the shots is ridiculous.
  • If the bullets moved faster, it would really make it a lot easier to hit what I'm aiming at. I believe Unity has a physics setting to brute-force solve the problem of projectiles "ghosting" through colliders, and if that's too computationally expensive to use, just use box colliders for the bullets, but stretch them along the bullet's trajectory so you're firing long rectangles that get longer the faster the bullet is. 
  • (IMPORTANT: change the Box Collider numbers. Do NOT scale the bullet GameObjects! It'll break the physics collision process entirely if any physics objects are scaled to non-uniform proportions!)
  • Actually, could ghosting explain why I'm missing all the time? I dunno. The bullets seem pretty slow. It doesn't look like they're moving fast enough for that to be an issue. Then again, at these frame rates, I suppose anything is possible.

I hope you improve the game. You've got a nice theme going. Now you just need to focus on the fundamentals. Your movement, jumping and bullet collision need to be, well, bulletproof. 

Good luck!

Developer

Feedback so honest you had to say it twice! But thanks for giving it to me straight...truly appreciate it. And thanks for trying out the game.
Glad you liked the music, I love that soundtrack with this gameplay. And to be honest, the effects were a rush job, but I'm happy it gave the chaotic vibe. 
About the gameplay, the battles are supposed to give you that tense feel like you're on the edge and excite feel when you take down a cluster, but if it's just leaning towards the tense side then I will look into it and make the necessary tweaks.  The lag spike was probably because of a shader OOM issue which I fixed, but it may also be due to the camera shake on play zone shrink so I don't know if it's fixed.
I have uploaded an updated version, it's got updated UI, UX, post processing effects and I think I fixed the hitbox and hurtbox issues (my bad, i forgot to change the trigger collider sizes when I updated body child objects of the enemy and bullets), so I hope it'll give a better experience now.
Please check out the updated version if you get a chance and share your feedback.
(FYI, Fullscreen web version has framerate issues probably, so if you do give it another go try the web version without fullscreen or the pc version)

Submitted

Interesting take on the bullet heaven genre. The music was cool and the screen effects were kinda fun. It's clear you were going for a chaotic atmosphere. Unfortunately, almost all of the tweaks to the formula made it worse for me. Here's how a typical run went:

  • Map starts, there's a gun nearby. But don't pick it up! You'll waste limited ammo.
  • Enemy spawns. Now it's safe to pick up the gun. 
  • Fire at the giant red cube. (Gas pump?) 
  • Bullet goes right through giant red cube without hitting it. Try to aim at its center of mass? the ground beneath its feet? The white dot you can't see half the time? Where's this thing's hitbox!?
  • More giant red cubes start to spawn. Eventually, if the horde gets big enough, I'll start hitting some of them, I guess.
  • Every few seconds, there's a lag spike. Not sure what's causing it. Maybe it has to load the gun model every time you get a new gun?
  • Speaking of which, having to go and get a new gun every 5 seconds is annoying. Half the time, it spawns in the middle of the horde. I can't imagine a 2% chance of getting an SMG instead of a pistol is going to save this mechanic.
  • My hands tense up every time I'm forced to go near the edge, every time I'm forced to jump, every time I realize my gun stopped working... pretty much any time anything that makes this game unique happens, my blood pressure goes up.
  • Let's talk about jumping, by the way. My back is to the wall. There are enemies all around me. I have a double jump ability. I'm mashing the spacebar. Why my character not go up? That was rhetorical. You're using Unity, so the answer is probably you used a Rigidbody instead of a CharacterController.
  • You really need to be more generous with the hitboxes, man. Each enemy should have a hitbox for world collisions that's the same size as the mesh, a seperate hitbox for player bullets that's a bit bigger, and a third hitbox for damaging the player that's a little smaller... oh, wait, you used Rigidbodies for everything, I forgot. Make the player bullet hitboxes bigger, then. No, wait, then they'd hit the world geometry when it doesn't look like they should. Okay, so give the player bullets a larger enemy-collider that fits like a shell around the world-collider. I'll take anything. This business of firing into a crowd and somehow missing half the shots is ridiculous.
  • If the bullets moved faster, it would really make it a lot easier to hit what I'm aiming at. I believe Unity has a physics setting to brute-force solve the problem of projectiles "ghosting" through colliders, and if that's too computationally expensive to use, just use box colliders for the bullets, but stretch them along the bullet's trajectory so you're firing long rectangles that get longer the faster the bullet is. 
  • (IMPORTANT: change the Box Collider numbers. Do NOT scale the bullet GameObjects! It'll break the physics collision process entirely if any physics objects are scaled to non-uniform proportions!)
  • Actually, could ghosting explain why I'm missing all the time? I dunno. The bullets seem pretty slow. It doesn't look like they're moving fast enough for that to be an issue. Then again, at these frame rates, I suppose anything is possible.

I hope you improve the game. You've got a nice theme going. Now you just need to focus on the fundamentals. Your bullet collision needs to be, well, bulletproof. 

Good luck!