I learned how to get double (or triple sometimes) power ups and now im insanely OP 😎
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BitBrain's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #145 | 3.713 | 3.713 |
| Fun | #187 | 3.264 | 3.264 |
| Game Design | #261 | 3.126 | 3.126 |
| Overall | #273 | 3.109 | 3.109 |
| Audio | #292 | 2.943 | 2.943 |
| Theme | #323 | 3.034 | 3.034 |
| Innovation | #358 | 2.575 | 2.575 |
Ranked from 87 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You get upgrades when going through doors... here's the chatch you dont know what you're getting.
Did you write all the code and made all the assets from scratch?
No I used some assets but most of the stuff is made by me. EDIT: You can see the assets I used in the credits menu of my game.
Comments
Great graphics !
Could you please rate my game ( /jam/brackeys-11/rate/2536045 )?
A fun little rougelite, and I am a sucker for roguelite so may have spent a little while trying to get my damage up as high as I could! As others have said the rock does aim to the right which is a bit weird to get used to, most fps games fix this by angleing the projectile to the left, or if you had more time you could implement a raycast solution to aim the rock towards wherever the player is currently looking. Either way a really fun experience, great work getting it all done in time!
Nice concept, though there were some issues that made it a bit hard to play sometimes. The directions the rocks were thrown were always a bit off to the right, making it hard to aim, and the text was a bit hard to read sometimes due to the contrast. Also, there was some issues where opening a sub-menu in the options and then pressing Esc to unpause keep the menu on the screen. Overall though, it was fun!
Really nice simple game! I liked the voxel style. I think throwing the rock should be more centered and some death effects would be cool too. Sometimes I managed to get two upgrades from one door.
Hey!
This is a cool fun little game. I had fun playing it !
Nice job :D
Cool, not overcomplicated roguelike! The upgrades fit the theme nicely, it was nice! ^^
Great job! I really liked the way the doors lead to different upgrades - I think that was a unique way of incorporating the theme. I got to about wave 15. I think in general the game plays well enough and I really dug the music that started playing around the time that I got to wave 8.
If you plan to expand it, maybe add drops in the actual level or have additional enemy types. But I understand that you were under time restraints for the jam and this is a solid prototype that you can definitely expand on!
Nice work and thanks again for playing/rating Untangled!
it was alright, i do have a decent amount of suggestions tho.
first off, i don't think incorporating the theme to the upgrades wasn't the best approach, it just makes the upgrading phase a bit useless as having 1 door doesn't change much of anything. if i could add something to that, i'd add a percentage of what upgrade the player would most likely get on each door (like "67% +2 Speed", "58% +5 Max Health") so the player can have an upgrade to target instead of being completely blind while still incorporating the theme to it.
second off, the gameplay wasn't really engaging and the map is too cramp with nothing in it. for the gameplay, i'd add more enemy types as well as a small knockback when the enemies get hit so the player can slow them down (knockback can be an upgrade), and for the map i'd just make it a bit larger with hallways and flank routes so the player can explore more of the area.
third off, it just needs more game juice, i'm not gonna mention all of my ideas for it but i'd recommend seeing the common methods of adding them and see how you can incorporate them to the game by yourself.
regardless, cool game!
That was a fun roguelike! I like the variety of upgrades and the enemies were challenging to avoid in later levels but not too hard. It was well balanced. I think it would have been cool if your rock got bigger as your damage increased, a little visual feedback like that goes a long way with having players feel more powerful. Great job on this! If you have time, I'd love for you to check out my game too!
Cool game! The speed of the enemies took me by surprise!







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