You are a red blob defending his home against the green blobs

Shoot with Arrow Keys Up, Down, Left, Right

Move around with WASD

Pickups give you a health boost

*Inspired by the game: The Binding of Isaac


Updated 10 days ago
Published 11 days ago
StatusIn development
PlatformsHTML5
AuthorCokegamingStudios
GenrePlatformer
Made withUnity
TagsRoguelike

Comments

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(+1)

Nice work! It was smart that you made the coins non-pickup-able while the player is at full health, and it was smart that the game resets to the main menu upon death.

Next time, consider the colors for the readability of the game. It's great that in this game, red is consistently good as the player color, player bullet color, and coin color. That makes it instantly readable as red = good (even though in most games red = bad). And that it's good that enemies and enemy bullets are both consistently green, but when the enemies die, they release green particle effects, and there's green art on the map. I'd consider making the latter two a different color, because the additional green clutters the player's vision of the game and can make it slightly harder to see incoming enemy shots (i.e., confusing enemy death particles and enemy bullets, or enemy bullets hiding amid the map art).

I removed the green particle effects and the green art on the floor for easy readability.

(+1)

I think the particle effects were good, but you could consider changing the colors so the player can read from afar or with their peripheral vision. For example, enemy bullets could be yellow, so then yellow is the 'avoid' color. Or if we kept enemies and enemy bullets green, their death particles could be a much darker green or a grey.

It's great that you're iterating quickly to player comments, that's a good work ethic and attitude. But don't feel like you need to iterate on everything I say, especially for a Trijam (as that defeats the purpose of the jam if your iterations take you past 3 hours dev time), I was just trying to give some advice you could think about for your next game :-)

I'll give another thought: think about scaling the difficulty of your game over time, and ideally changing the player properties so there's a sense of progression, especially for a score-based game like this. You could increase the spawn rate of the enemies in accordance with the player score. And/or create milestones for the player at 100, 500, 1000 points, etc. that increases the player's fire rate or bullet size, fires multi-shots, etc. Obviously you can interject a lot more creative ideas, but simple number scaling based on other numbers (e.g., the score) is a fairly quick and easy addition you can make to a game like this that's possible to fit in a Trijam.

Regardless, great work, I hope you keep making games! Challenge yourself to make a game every weekend for a few months and see how you improve!

(+1)

I am thinking of making a bomb upgrade for the player. As for each score progression of milestones (500, 1000, 2000, 4000) It will scale up by *2 where the player health adds one

(+1)

Great suggestions! Keep em coming.