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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.
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Comments
I really like the graphics! I did find it to be pretty easy. Picking a door for an upgrade doesn't really mean anything since it is randomized each time anyways, so it would be really cool if you could pick between like three stats and the doors are the same each time. Overall though, it was really cool!
Thank you for your feedback!
The Game is a pretty good base. I feel it could use a bit of animation on the enemies when hit, having varied enemies would be a good next step too. if you could have some random drop weapon swaps during a round that would be Ace. Also since it uses voxel art, if you implement destructibility to the trees that would also add to the immersion.
Nice work for putting together in a week, I can see a lot of potential if you continue to work on it post-jam
I did continue the development. The new update is coming today(don't know the time yet). I'll see what I can do about a destruction system in the future... It would be cool to have such a system but also very hard to implement...
Have a look at this you could do something similar to this, but would need tweaking to your needs
Thank you I'll watch it once I have time to work on my game!
I like the voxel art style combined with the more realistic lighting. The retro music is nice. I like the concept of using the doors to pick random upgrades.
Would love to see more enemy variety and some more effects when hitting and defeating enemies to make fighting them more satisfying. Nice job on this one!
Thank you! More enemys are coming in the update today.
Interesting concept for this theme! Though the upgrades might need polish because bugs are present, it's still a great game!
Thank you!
I got to wave 15, is that a lot? ^^
I like voxel games, i wish there were more. Good job!
I think 15 is a lot...
Fun game the more upgrades and waves you get onto!! Like the art-style as well. Well done!!
Thank you!
It's a great gameplay. Congratulations!
Thank you!
Nice game. I agree with some of the other comments, but overall nice work.
Good luck with the jam!
D
Thank you!
Pretty addicting game. I got somewhere up in the mid 30's. I wish there were a couple more enemy types to keep things dynamic. After you've corralled the enemies, it was only a matter of time before you beat the level. Great work!
I know more enemys and traps are coming in the new update so you can't just run around in circles to beat them.
I love your game, amazing idea and thanks to you I'll return to old beloved game, more on that later in the review. Well, nothing is perfect, even your amazing game, it has some bugs and you made few mistakes during development. Nothing major luckily.
Firstly, stones. The way they work seems very off and causes some unintentional behaviour to happen. Player character throws stone too low and to hit the enemy face Player have to look straight into the sky... or use them as landmines. You can easly beat the whole horde of enemies using three stones simply just by throwing them at the ground. I liked when rocks hit two or more enemies mid-air, it felt satisfying but I believe the landmines killed this feeling after I found it.
Leveling up also is broken. Because how throwing rocks work you can easly get multiple upgrades at the same time. You should destroy the rock if it hit the door. And picking the door to shoot feels wrong, it's just pure rng. Were I you, I would add some markers what each door has behind them. Like offensive, defensive and support door, each one of them have their own pool but Player knows what each door does and this simple changes helps take better decisions. Also pause menu and options menu is pure jank. It's very easy to open everything by mistake and kill the whole run.
Nontheless I enjoyed a lot your game! It remind be of good old Call of Duty Zombies. Training zombies and getting perk-a-colas is amazing idea to make a game around it and I think you did a really good job. If you put some more work into this project, add more enemies and add more permanent and temporary upgrades you will make amazing game and very engaging at the same time!
Good work and thanks for making this gem! Keep it up!
P.S.
The way how to get multiple upgrades is to throw stone at specific angle. It hits one door and bounces to the next one
I actually am destroying the stones on impact with doors so it's a little weird why this is happening... But I do have an idea on how to fix this. I don't know what you mean by destroying the whole run after opening settings. I know that they stay up but if you would pause the game you can still click on the back button and close them. Stones I know what your saying but shooting then from the middle of the screen would look weird so I'll have to figure something out(I allready have an idea how I can fix this).
Thank you for the feedback!
If you press escape key in options menu you are stuck in place but time resumes and enemies can hit you
You can simply press escape again to bring up the menu and then close it... It's fixed in the update anyway.
Looks amazing but I dint get exactly what i was supposed to do other than run away?
Well you were supposed to shoot the zombies😂. But I know what you mean and I added traps in the next update which will prevent you from just shooting them and running in circles.
Love, love the graphics in this! Very cute, and kinda reminds me of Minecraft! Had fun playing through this, though aiming was a little difficult due to it being skewed to the right. Other than that, great work on this!
Thank you for the feedback!
Pretty minimalistic, graphics work really well, sounds/music are not too bad, though the "start wave" sound is too loud imo. I hoped the gameplay would be more diverse, but I still had some fun, got to like 17-th wave. Great job!
Beautiful graphics
Very simple but fun to play! It's super immediate and also I love the graphics!
Thank you!
I learned how to get double (or triple sometimes) power ups and now im insanely OP 😎
How did that happen? That's a bug but I scine someone said that it existed I couldn't figure out what to do.
The way I did it was by throwing as many attacks at the wall/corner so that they bounced or rolled to the door and got me 2/3 upgrades every time hahaha
Okay thanks a lot!
Great graphics !
Could you please rate my game ( https://itch.io/jam/brackeys-11/rate/2536045 )?
Awesome game, much fun, great art style, solid job all around!
Thank you!
Good job! Very fun to play. I loved the art style
Thank you for your feedback!
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!
Thank you for the feedback! The Ray cast method is a good idea which I haven't though of before. I'll try my best to get it working for the next update