Really nice visuals and audio. How did you get the chromatic aberration to work? It doesn't look like it's just part of the sprite, but it looks great! I like how the paddles move. Its a pretty small thing but it adds a lot.
The chromatic aberration is actually a shader (since Godot doesn't provide chromatic aberration out of the box) that's on a panel on top of the entiere game. I also made it so that it also gets stronger the farther you are from the center. So it looks a bit more dynamic.
Really fantastic execution of this classic simple game jam genre. Procedural squash & stretch and VFX make super simple square graphics look great, the chromatic aberration is nice but not too much, and I really love the transition between rounds, that's an awesome touch. Awesome visual package.
The fact that there's actual terrain and it changes over time puts this above most arcade arena shooters, great simple improvement.
Multiple enemies and warning of where they're spawning makes this feel more high-quality as well.
The one thing I think this needs is a reason not to spam the fire button. Like most similar games, it's optimal just to keep spamming fire, which hurts the finger and isn't fun. Ammo, an overheat mechanic, or better yet alternate fires or a charge shot would help a lot. Also consider stuff like changing the player movement speed when firing or not, give the player a choice of how to interact instead of one single optimal way to play.
And while the changing terrain is great, alternate goals besides just killing enemies would be great too to vary the gameplay loop. For example, ammo, powerups, or health packs are a simple way to vary the play experience, but I'd recommend stronger design changes like every once in a while a specific position spawning the player needs to get to or else they lose health or can't fire or slow down, etc. There are lots of different design ideas to experiment with.
This game is extremely competent and impressive. Awesome job. I look forward to seeing what else you make.
Yeah there is definitely some things I would have changed and tweaked a bit more, but since trijam limits the development time to 3 hours a person I needed to cut down on as much stuff as I can if I want something that looks semi competent. And this being my first try at making something this quickly I now know that I should have planed this project out a bit more instead of just "yoloing" it as I usually do.
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Really nice visuals and audio. How did you get the chromatic aberration to work? It doesn't look like it's just part of the sprite, but it looks great! I like how the paddles move. Its a pretty small thing but it adds a lot.
The chromatic aberration is actually a shader (since Godot doesn't provide chromatic aberration out of the box) that's on a panel on top of the entiere game. I also made it so that it also gets stronger the farther you are from the center. So it looks a bit more dynamic.
Really fantastic execution of this classic simple game jam genre. Procedural squash & stretch and VFX make super simple square graphics look great, the chromatic aberration is nice but not too much, and I really love the transition between rounds, that's an awesome touch. Awesome visual package.
The fact that there's actual terrain and it changes over time puts this above most arcade arena shooters, great simple improvement.
Multiple enemies and warning of where they're spawning makes this feel more high-quality as well.
The one thing I think this needs is a reason not to spam the fire button. Like most similar games, it's optimal just to keep spamming fire, which hurts the finger and isn't fun. Ammo, an overheat mechanic, or better yet alternate fires or a charge shot would help a lot. Also consider stuff like changing the player movement speed when firing or not, give the player a choice of how to interact instead of one single optimal way to play.
And while the changing terrain is great, alternate goals besides just killing enemies would be great too to vary the gameplay loop. For example, ammo, powerups, or health packs are a simple way to vary the play experience, but I'd recommend stronger design changes like every once in a while a specific position spawning the player needs to get to or else they lose health or can't fire or slow down, etc. There are lots of different design ideas to experiment with.
This game is extremely competent and impressive. Awesome job. I look forward to seeing what else you make.
Yeah there is definitely some things I would have changed and tweaked a bit more, but since trijam limits the development time to 3 hours a person I needed to cut down on as much stuff as I can if I want something that looks semi competent. And this being my first try at making something this quickly I now know that I should have planed this project out a bit more instead of just "yoloing" it as I usually do.
This is especially impressive if it's your first time doing a Trijam! Nice job!
i have an irrational fear of parallelograms, i thought this would be square game ;-;