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Muffed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay/Design | #53 | 3.200 | 3.200 |
Fun | #62 | 3.000 | 3.000 |
Audio | #62 | 3.100 | 3.100 |
Overall | #64 | 3.100 | 3.100 |
Graphics | #69 | 3.100 | 3.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Everything. Destroy my Game.
What did you update?
Bug Fixes
Visual Overhaul
Game Play Balancing
New Levels
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Comments
It is worth developing this idea.
Can't say I enjoyed it.
Bullets can bounce of me even though they are supposed to hit me. Map is boring. Visuals work.
I would say that you need to come up with other interesting enemy attacks which could the player exploit. This one get's boring to quickly. Also, with this gameplay system you need fun enemies, these aren't.
Thanks very much for the feedback. Any specific ideas for enemies that you might have? Anything else you can add? I really need this type of input.
Maybe some enemies wouldn't just rush towards you. Then would try to line up for shot but keep distance. For attacks, maybe some AoE. Maybe some ground hazards. Homing missiles, you would have to bait into enemies.
Good stuff. There was a bug in one build where the stop distance was set to zero instead of varying distances. It was super frustrating having them glued to the player. Instead they stay back some giving opportunities but other than that the rest of the suggestions would be great additions. Not sure it's worth the time anymore though but still useful eventually.
Did you play today's version? I'll assume you didn't play level 2. Still plain but adds a new mechanic at least. Thanks
I played the web build, I assume it's the newest one. But yeah, I did not get that far.
Super fun, but there was a lot of lag
Couldn't get any farther than the second level, which I think comes down to a few things. Since the enemies can move just as fast as you can, it's very hard to get any distance away from them, making it certain they'll shoot you from point-blank range if you press shoot. This led to me running around a lot, trying and failing to get the enemies off my tail. Even if you've got them aligned well, they take a lot of damage and therefore take too long to kill for my liking.
The control scheme was a bit hard to understand at first, and even after getting used to it, it feels convoluted with moves that feel unnecessary. Like, why does there need to be a strafe toggle if you're not the one shooting? Why does there need to be camera control when the top-down perspective works fine as is? What do the hand attacks to the conceit of the game? (Actually, that could maybe be useful if they helped to get the enemies off your back.) What does jumping add? Maybe these things see more use in later levels, but the first level didn't convince me.
There's also some performance hiccups when the stage loads for the first time, and the audio was a bit weird. I appreciate that you added both music and sound effects, but they sound a little out-of-place in a way that's hard to explain. Overall, I can see what you were going for, but it ought to be more approachable.
Haha. Did you like anything? Nah great questions and feedback. This game is definitely a work in progress. Just not sure if it's worth the work. It is currently just the two levels. So yeah to the controls are more like placeholders but they still have uses. Level two the enemies are definitely too fast. They also have a chase range that is too high. Level two however if you get enough distance from all the ENEMIES (yes difficult) you then become the shooter and the enemies shoot on there own. Hence the strafe. Yes the punching is meant to get you out of a crowd but doesn't work the way I expected. The combat is meant to be improved and used in different levels with different mechanics.
The camera is really just in case players prefer to zoom out more or more of a third person view as examples. Especially in future levels where it might be more useful. Ideally players are fine with the default and don't bother.
With some timing you can avoid ammo by jumping. Pressing jump immediately after firing works fairly well.
The music and audio is more filler and doesn't really fit the mood all that well. Currently just started working with DAW to learn to create my own tunes and then slapping them on to games as background.
The performance is shaky because I am using Unity DOTS that technically doesn't support webgl. So had to do some creative but inefficient work arounds just to get the game to work at all.
Thanks again for playing and for the impressive feedback.
Interesting concept. It was fun to play.
Thanks for the options menu, something like that is often forgotten.
Really nice concept! I like the visuals and audio but I think projectiles are quite hard to dodge. Slowing them down could solve this problem. Furthermore, I think game could use a tutorial because there are a lot of buttons to learn. Other than that, I think game is quite fun!
Thanks for the feedback. The idea is you really can't avoid the bullets so you find a safe area where the enemies will shoot each other instead, but yeah it shouldn't be near impossible either to avoid the shots as it seems now. I tweaked it. As for the buttons most are extra. You can beat the fame with moving around and "shooting"
Nice game! Concept is interesting and presentation is pretty nice too. Physics felt a little bit weird at some times as others said but I think you are taking care of it. Also maybe you can add some kind of Slowing Time as an ability or just a thing that happens when enemies shoot. That would probably make bullets easier to dodge. But aside from that it was pretty fun to play, good job :)
Thanks for playing and feedback. I like the ability idea. The idea is you really can't avoid the bullets easily so you have to find "safe" distance where the enemies will shoot each other instead, but yeah it shouldn't be near impossible either to avoid the shots as it seems now.
Played this one during the GMTK jam as well. Definitely feels improved! The audio is a lot better and I feel much more in control. I do have a few suggestions still:
Thanks for playing and the excellent feedback and suggestions.
The camera shouldn't rotate unless you use the arrow keys? I'll check.
The punching is more of a last resort. You get few points and little damage. It's just there as a backup plan currently. Needs to be balanced. One way it works well is to be aggressive and go after the enemy. They will be more defensive and try and evade instead of countering.
Yeah, the physics needs tweaking because it is all purpose code right now, meant to work for 2d/3d or even third person / FPS.
Jumping felt weird, yes. I tweaked the jumping. Little better
The concept is really interesting, making them punch each other is also something nice as well as trying to avoid all the bullets, it's a nice twist. Also the hidden key to (Dodge, dash) that gets you outside the map (if intentional) will be good to have another key to return, cause i managed to get them kill each other, but once you are outside the map they stop following you since they can't understand you are nearby, which leads to having them not fighting each other also when they are in opposite sides of the map. In any case it's fun overall, and the idea is really something else.
The idea is cool, a bullet hell game where you make the enemies shoot each other.
Sometimes bullets are tough to avoid tho, maybe slowing them down a bit would make things easier.
Other than that, it's a fun experience overall :D
Good twist making you fire the enemies gun.
I managed to get down to the last two enemies but I couldn't make them hit each other so I had to stop after 10 minutes of trying haha.
Making projectiles easier to aim or having other ways to damage the enemies would make the game easier but still good job :)
Cool thanks.
Great advice.
Just need to get them far enough away from you and they should then aim at each other. Should. Also :)
Low points though
Really fun, but sometimes my score goes back down after the enemies shoot each other, not sure if it's a bug or intended.
Thanks. This should happen only when you take damage on the same shot. You then lose the points you gained. I'll look at it. Thanks again.