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Treat Defender's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #40 | 3.143 | 3.143 |
| Theme | #41 | 3.429 | 3.429 |
| Sound | #47 | 3.143 | 3.143 |
| Overall | #48 | 3.214 | 3.214 |
| Music | #58 | 3.071 | 3.071 |
| Mechanics | #68 | 2.714 | 2.714 |
| Aesthetics | #87 | 2.929 | 2.929 |
| Story | #88 | 2.286 | 2.286 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
PixPal Material by Imphenzia Music: Caper by Alex McCulloch
Has this game been submitted to any other jams?
No
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Comments
Good potential. Loved Frankenstein's groovy walk! Very chaotic gameplay. I think I would struggle to play it for too long, my Doom/Quake RSI gets the better of me, so I think vertical and horizontal mouse sensitivity would be good settings to add. And maybe rather than autofire which basically makes it quite boring, working on making it clearer when the weapons have taken effect, or even a target may make it easier to be more efficient with your firing. If you want to add to the craziness, how about refuel points?!
Some excellent suggestions. Thank you for taking the time to leave feedback. Refuel points were something I considered with my initial design but didn't have enough time to fit them in. I've never thought about adding mouse sensitivity to any of my projects, it may be something that I need to look into in the future.
The monster design is very cool!
And the sfx are very good as well!
Awesome work mate!
Thank you, I appreciate the feedback. I made all the monsters and SFX myself.
The sounds effects were hilarious!
Also liked the monsters designs.
Thank you for the feedback, making the sound effects was probably one of the most fun parts of the project.
It took me awhile to figure out how to how to swap weapons but after that it was quite fun to chase down the different monsters with their specific weapon. I really liked the sfx too and how you handled showing the monsters were defeated.
I'm glad that there's appreciation for my scribbled smoke particles.
I liked this a lot and played through a few times, trying to do better as my understanding grew. I did spend my first play through figuring out the mechanics - specific monsters are only affected by specific weapons - but then I was fine.
Some notes:
Great job putting this together, looking forward to seeing more!
one more thing - enemies sometimes passed through furniture but not walls. would be interesting if the ghosts could pass through things but not the others. There's a free version of the A* pathfinding project that might be helpful!
Some excellent design feedback, thank you. Weapon variety is something I would like to play around with more. The pathfinding issues were likely issues with my settings, as I was using Unity's built in Nav Mesh system. I did most of my testing in a more open test level and only created the level in the house on the last day.
Love the idea, needs to be more clear on the monsters types.
Great SFX and good music.
Great work!!
Thank you for playing. I was hoping to have time to put together a quick tutorial to go over the monster types. Unfortunately I had to drop a few things as I was running out of time. The SFX were probably the most fun part, and I just recorded them using my phone and ran them through audacity.
The game is a great idea, but a couple of things:
Your game is an excellent start for something very cool. You music is good, the SFX were good, and even the mechanics were good. Just a few improvements and you will be off and running.
Question: For a game like this why did you choose 3D instead of 2D. Would have been simpler, easier to program. Something like a Space Invaders kind of thing.
Sorry about that, I should have put up a control scheme. Weapons can be switched with 1-4, Q and E, or the mouse wheel. In regards to the 3D vs 2D this is an issue I've encountered a few times. 2D is simpler, but I personally play more 3D games and I keep getting drawn into wanting to make 3D games. I also feel more comfortable in Blender than in most drawing programs. See my scribbled smoke particles for an example of my 2D work :P
I had a nice time playing it.
The only thing I've missed is a little bit of sound queues to know where the monsters are or if they pick up the candy.
Someone else also mentioned this. It was definitely a missed opportunity that I overlooked.
Great job! I thought we could pick up candy that fell on the floor, or get it back if entity stole it and we managed to catch them!
Initially I played with the idea that touching the candy puts it back in the bowl instantly, or giving the player the ability to physically carry them back one at a time. Unfortunately I didn't find a solution that I was happy with in the time limit.
Played Street Defender! I love it❤️
It’s a great idea with tons of potential. simple ideas I will apply😍 might improve the experience:
Sorry for the long msg!
👏👏👏 Great job! looking forward for the next update! wishing you all the best!
Thank you for taking the time to leave some excellent feedback. Highlights for the spawn points and candy bowl would have been great. I love the color coding idea for monsters and weapons.
Anytime. you have a solid game concept! Great job 😊👍
Simple and easy to play. Good job. 👍
Thank you for playing
Playable but has some shortcomings:
Thank you for taking the time to play and provide feedback. Unfortunately the sound and environment were the last two things that I worked on and was on a pretty strict time deadline. Kenney definitely has some great assets but for this jam I was trying to make as much as I could myself during the jam itself. If I had more time I think you made some great suggestions for improvements overall.