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Blastline's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Game Design - how good idea and mechanics design is | #51 | 2.733 | 2.800 |
| Presentation - how game looks and sounds like | #54 | 2.879 | 2.950 |
| Overall - main category | #54 | 2.635 | 2.700 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Wavedash Challenge - provide link to your game on Wavedash for the challenge:
https://wavedash.com/games/blastline
Heroic Labs Challenge
No
Photon Challenge
No
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Comments
A nice interactive tutorial so you know exactly what to do, nice one! :) I also liked the 2.5D perspective, gives every pixel art game a little bit more oomph! I did run into a few bugs: the tutorial said I shouldn't walk into the scrollers, but when I did, nothing happened. Also the trail never seemed to disappear, while that is supposed to happen?
Thanks for playing! The 2.5D look was exactly what I wanted to pull off with Defold this time. I couldn’t get everything I had in mind in, but I’m really glad you liked it. And thanks for reading the dialogue so closely! You’re right on both counts. I deliberately made sure you can’t die in the tutorial, so apart from the first demo where your life drains, you don’t take any damage. But the dialogue describes how damage works in the main game, so it ends up warning about something the tutorial never actually does. Sorry for the confusion! As for the trail, it’s supposed to stay until you detonate it. That line was left over from an early version where it worked differently, and I forgot to update it. Thanks again for the feedback!
I like the vivid style and the idea. The intro was cool and set the mood and the first two rounds were ok but then a bit repetitive. I think you just didn't have enough time to put everything there. I think the setup intor is great and between each level or every other one kind of tell something more or add something - related to a new game element or something that would result in some kind of climax at the end. I like story-based games so I personally would continue on that. Maybe there is some explanation at the end but I got only to Night 4 so I am not sure.
Thanks for playing, and thanks for the feedback! I'm a little embarrassed to admit it, but you guessed right. I couldn't fit in everything I had planned, but I'd love to make use of your suggestions too. Also, there's an Easter egg in the game, so feel free to look for it if you're interested.
Interesting idea, long, but funny and engaging tutorial with a nice message, and gameplay itself is catchy!
Thanks for playing! I was honestly a bit nervous about writing text for English-speaking players, so I'm really glad it came across well!
A very polished game with great character design and music. The visual effects are also beautifully done, and the whole presentation feels cohesive and well-crafted.
Thanks for playing! The art and visual presentation were the parts I especially wanted to put effort into, so I'm really happy to hear you liked them!
This might be my favorite presentation in the whole jam - the character portraits, dialogue writing, and title art are genuinely gorgeous, and the concept of a vampire draining "scrollers" addicted to their phones is such a fun, pointed twist on the genre. The auto-beam attack felt great sweeping through a crowd of NPCs. Fantastic scope and polish for a jam!
Thanks for playing, and thank you so much for such kind feedback! Honestly, I've been feeling pretty down these past few days, but reading your comment and the others really lifted me up. I mean it. Having someone point out exactly the parts I hoped people would notice made these two weeks of hard work feel worth it. Thank you, really.
The coolest thing is how the wave looks when it devours all these nerd boys! (in my opinion)
I agree with Estel here, some various enemies with different behaviors and some different types of challenges aside from the existing one could boost the game dramatically. I'd be among the first ones to try all that out should you decide to work and add some more gameplay features!
Thanks for the comment! Yes, their look was a little bit "intentional."
And thanks for the feedback too. You're absolutely right. There were so many other things I needed to fix that I couldn't put much thought into how each zombie should behave. I don't have any plans for an update yet, but comments like yours really motivate me.
Didn't realize how to play at the very beginning, then read the manual ;-)
Fun game, plays easy and LET THEM FEEL THE POWER OF NIGHTMARE CREATURES!!! :-)
Thanks for playing, and thanks for the feedback! Honestly, the game relies quite a bit on the tutorial. I knew the idea of luring enemies in and then blowing them up would be a little hard to explain, which is why I wanted to put extra care into it. Thanks for taking the time to go back and read up on how it works! I'm really glad you enjoyed it the way I intended.
The more I play this game, the funnier it gets as I realize what's actually happening on screen! 🤣
A wider variety of smartphone zombies and a combo chain system would make this even better.
I'd also like to be able to zoom out. I drew such a pretty little heart right in the center. ❤️
Thanks so much for playing! More zombie variety and a combo chain are great ideas, and I hadn't thought about zooming out. I'll keep these in mind. Thanks for the kind feedback and the playful comment!
I wasn’t quite sure what I was supposed to do. Units just walked to the center of the map and then stopped there.