I like the mechanics and the art is great. It was a little hard for me, admittedly. I think it's 'cause the aliens come way too fast before I could even register in my mind which button to press. What if it started with fewer aliens and slowly ramp up their numbers and their speed? Also, maybe we could have one keybind to cycle through the different bullet types? Still, really good entry, I love the visual clarity and the UI.
cambiarJimmy
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It's all randomly distributed, however, you will always be able to make some combinations, and the more you make, the more you open up the grid for more combos from further away. There are so many possibilities, such as 4,3,3 or 7,1,2 or 2,1,1,2,3 or even 1,2,3,4 to name a few. I've tested countless times so I guess my eyes are just so accustomed to seeing the combos that you can make right away.
So sorry to hear about the resolution scaling issues. I got a similar report from someone else that I asked to test, but I haven't been able to recreate the problem. I'll definitely work on fixing that. It's also why I included a windows version.
Thank you for playing!
This is the best entry I've played in this jam so far. You have crafted such an intriguing and compelling world. The art style, the sound design, music, dialogue, mysterious characters, all come together to complement the overall experience. There's a lot of potential here. I would buy a full game with a more fleshed out narrative if you ever made it into one!
I enjoyed this and played for quite a bit. I like the concept of being able to upgrade the worm, especially reducing the drain rate of the energy. I found out after a few rounds that the drain rate was all I really needed to upgrade, and I was happy I could continue upgrading beyond what the UI displayed. A high-score system would complement this game because then you'd have a reason to upgrade your worm and continue playing. It feels like a rogue-lite in a way. I wish we could upgrade the turn rate as well! Overall, really good entry and a nice concept for a casual game.
First off, I love the gameshow vibe you were going for. The premise was simple, but the gameplay has good replayability because of the randomization of the bomb locations. I was constantly tense with the timer running out and still hearing the ticking noise of a bomb stowed away somewhere. The audio design is perfect and the graphics are great. I didn't experience lag or bugginess, but I did crash on one of my attempts for some reason. On one of the runs, I checked every single corner, every nook and cranny, but the one place I didn't check was the fucking ceiling, and the moment I exited the room a bomb hiding above me exploded LMAO that shit made me chuckle. Great job on this. Again, presentation is great and you executed your mechanics well.
Great entry. It's really well polished for a 10 day jam. Everything works :) I like the simplistic art style and the use of lighting. The sound is great too. I play some tactics games from time to time so this was right up my alley. You have a solid base for a bigger game here, beyond the game jam. I hope you continue to expand on this.
Amazing. I love how movement is so smooth, from walking, jumping to climbing. The graphics and lighting you did are great. Also the sound design complements your game extremely well, especially the sound of the armor clinking together as you move. Though the gameplay is somewhat simplistic, I don't really mind it. The presentation is on point. I can tell you put great effort into this entry. Congrats! (also, dang, I'm 52nd person to rate you. that's amazing, dude!)
Wow, I love the aesthetics of this game (you even have jiggle physics lol). Gameplay is simplistic, but I was able to finish it without a problem. I read your story description beforehand so I understood what I was playing. Just like our game, you have no sound, and I totally get why :) Overall, great entry.
Most of the things you mentioned are all on a To-Do list that I wanted to complete but ran out of time to implement them all, especially sounds :( And yes, there's a tutorial on the explosion shader that I used on Youtube, just look up Zelda explosion shader graph & VFX Graph for Unity. The Dead Space-like health bar is a custom shader as well, but I didn't use a tutorial for it. As for friendly fire, the earlier downloadable builds have them, it basically applies the explosion force to the player, which means sometimes you clip through walls. I had to remove it for now because I'm not very satisfied with the current implementation and it causes some bugs to manifest. Thanks for the review!
Okay, first off, I like that the game is polished and everything is working as intended. I like the music, but there's a lack of sound effects or any feedback when you land attacks. A few sound effects would elevate your game. I got to around 400 points until I decided to stop because nothing seemed to be changing. However I like that it's an endless street which is nice. The sprite work and graphics are nice. Congrats on your first jam game! You can only improve from here :)
If you're unable to play the windows build, here's a web build that you can try: (remember to come back here to rate!)
Streets of Reaper -web build by znerbackwards (itch.io)
I like that you can charge up your attacks and that you included combo mechanics. Graphics are nice and simple, but the controls feel a little floaty. There's a lot sliding around when you move and stop. A little tuning on the movement sytem and maybe make the player move a bit faster, and this would be a solid entry. Boss mechanics are great! Congrats on submitting :)
I really like the graphics and visual clarity on everything here. I made it to the 20th opponent but he killed me :( The level of polish is very high as well. I don't have many complaints, just that the special attack animation could be a little faster and not displace your character since you are unable to avoid taking damage right after you do a special attack. It also felt a little repetitive, since most of the enemies got repeated over the 20 levels. If the game was half that many levels nothing would change much, I think. Still, great job on this entry!
Congrats on joining your first game jam! Chuckled when I heard the spongebob music lol. The movement and shooting mechanics are fine. However, I had trouble figuring out what to do since the mechanics aren't communicated very well to the player. I like the simplicity of the game. Could do with a bit more polish, but I really admire when game jam entries are ambitious (I can relate because that's what I did on my first game jam). I hope you continue to join more jams!
Really solid entry! Love the music choice and the sound design is amazing. I adore stylized retro fps graphics like these and the gameplay is well polished. The glasses being your health meter is really creative and blurring vision when you run out of health is a very fun spin on the special object. Overall, great entry :)
Wow, I really enjoyed this one. I'm a big fan of retro fps aesthetics and this one nailed it. I love the level design and the glasses ability to do recon through walls was *chef's kiss*. I wish there was more feedback on punching robots, like maybe screenshake and more impactful sfx, but other than that this was really cool. Reminds me of original system shock and a bit of wolfenstein 3D.
An excellent entry. Everything is amazingly polished from the art, gameplay, and even the sfx and music. Combos are satisfying, the screenshake and various post processing effects add a lot of impact and I love that there's a way to regain lost health. There's not much I don't like about it, but if I had to think of one, I would say this game would be much more fun if it had levels and some sort of progression and end goal. Other than that, this is one of my favorite entries so far in this game jam. Good job and congrats on submitting!