Polygon Bash by josehzz
Geometry wars like game. Walls close in the more you shoot, but you need to shoot to take down polygons and move.
Mouse click to shoot/move.
Music by DST https://opengameart.org/content/tower-defense-theme
| HTML5 (web) | https://josehzz.itch.io/polygon-bash |
| Windows | https://josehzz.itch.io/polygon-bash |
| Original URL | https://ldjam.com/events/ludum-dare/42/polygon-bash |
Ratings
| Overall | 191th | 3.797⭐ | 61🧑⚖️ |
| Fun | 121th | 3.788⭐ | 61🧑⚖️ |
| Innovation | 427th | 3.345⭐ | 60🧑⚖️ |
| Theme | 436th | 3.69⭐ | 60🧑⚖️ |
| Graphics | 380th | 3.741⭐ | 60🧑⚖️ |
| Audio | 126th | 3.781⭐ | 50🧑⚖️ |
| Humor | 868th | 1.907⭐ | 45🧑⚖️ |
| Mood | 378th | 3.366⭐ | 58🧑⚖️ |
| Given | 57🗳️ | 64🗨️ |
I don't dedicate time to get good at many LD games, but this one's got its hooks in me.
6250-ish for a high score - come at me LD community, I've got you all beat.
Very cool game, thanks!
I found it hard not to crash into the polygons or the spikes on the wall, so I gave up rather quickly.
But I like the pretty graphics with those glow effects and animations :)
The inertia induced by the shoot is well tweaked, that's a nice game.
We had a concept that looked like that in our brainstorm for this jam but we decided not to use it. I'm glad you did to show that something could be made with it :)
Everything else is done great; the visuals and music all go a long way to creating a strong feel, I just feel as though that feel is contradictory to the games core. The game seems to punish speed and instead reward slow and smart gameplay which whilst working for a strategy game, doesn't so much for an arcade shooter.
I think the whole shooting recoil movement made the whole gameplay kinda awkward. It made the boring *"stay next to a wall between spikes and shoot everything from there"* the best tactic. The only downside to that tactic was that sometimes when you died to a spike, after respawning you couldn't move at all without dying right there and then again. I think respawning at the center of the stage would make more sense.
One way to get rid of that boring tactic as being the best way to play would be to incorporate a multiplier that would go up every kill and would drop back to one if you touched a wall. Multiplier systems are always a nice and easy way to make scoring more interesting.
If I understood correctly, the music wasn't made for the game during the jam so this bit of the rules applies. I'll just leave the audio category unrated...
> You’re free to use 3rd party Artwork/Music/Audio assets, or assets you previously created, but we ask that you OPT-OUT of the respected voting categories (Graphics, Audio).
The sound effects and visual effects were quite nice but could have used more of them. Enemy deaths especially would have felt more rewarding with that same pulse ring effect (maybe smaller though) and some nice booming explosion sound.
Anyways, good job!
An arcade entry like this one is always welcome, nice graphics, kept simple and a bit flashy to give a special touch. It reminds me a bit games like Super Hexagon and the likes.
The music is really great and fits well, the sound effects are also nice.
Using only the mouse button and the cursor's movement is a nice idea, it makes you trying to focus en multiple thing at a time while the arena shrinks as the "time" passes. The game forces you to be quite "tactical" but at the same time act quickly or else... ^^
It's a good challenge and totally fair difficulty. "Simple" and effective concept that fits really well the theme.
I played the web build (Mozilla Firefox, up to date) and didn't encounter any bug or problem whatsoever, everything went smoothly.
Good job! o/
@gilgusmaximus I should implement a short invulnerabily after respawning.
@dylan-shumway, @magmafortress, @pennycook, @edj99, @antti-haavikko I hear you guys, I thought it would be enough by putting spikes on the sides but I'll add/modify something to make "hug the wall" strategy less appealing, thank for finding the exploit :)
@brandon-js-lea I needed this thank you so much, yes I want the gameplay to be energetic but as right know if you shot just enough bullets to kill an enemy or avoid a spike it becomes too tactical and less frenzy which is the best strategy (I've been playing Medieval 2 again maybe I did it subconsciously thinking slow, tactical play would be the best design). I want a crazier experience, so again thank you for pointing that out I'll rethink the current state of the design and see what I can do.
Thank you all for playing your feedback means the world to me, if I had not rated/comment your game yet, don't worry I will :)