Underground Passage fight by Phyyl
Ratings
| Coolness | 52% | 3 |
| Overall | 2.57 | 1094 |
| Fun | 2.28 | 1118 |
| Graphics | 3.04 | 630 |
| Innovation | 1.88 | 1229 |
| Mood | 2.42 | 1024 |
| Theme | 2.36 | 1103 |
| Coolness | 52% | 3 |
| Overall | 2.57 | 1094 |
| Fun | 2.28 | 1118 |
| Graphics | 3.04 | 630 |
| Innovation | 1.88 | 1229 |
| Mood | 2.42 | 1024 |
| Theme | 2.36 | 1103 |
In this game you have to complete the 6 waves of mobs. Pretty simple, not that original, but it was fun!
I had just enough time to finish A BIT of level design (if we could call that design haha). I also had an inventory system, shading support for lighting and a lot more that I could not use, lacking the time...
Overall, it was really cool and I'm looking forward to the next LD, where I'll probably be doing the jam with dome friends!
The use of Up to fire I found a little counter-intuitive - I kept wanting to press down to shoot down (a la Binding of isaac), but in the end I just held it down and spammed.
Nice little sprites and graphics, not a bad effort! :)
(But yes, use UP to shoot is not intuitive)
A powerup system would have helped out a lot, I think, to break up the monotony a little. Or some kind of audio, or a slightly less removed camera angle.
Nice sprites however, nice with some variety in the looks of enemies. Would have been nice if the enemies also acted differently.