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SingolettoGames
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Unfortunately, the “Restart” and “Next Level” buttons do not trigger the associated events. Judging from the first level is difficult but I imagine the difficulty increases perhaps with different patterns of rain fall. One thing I would add is a risk and reward mechanic like a dash, so the player can try to complete levels faster but risk getting hit if they abuse it. Good work.
It's asteroid but with warnings. Nothing more. It is very strange to see how simplicity often leads to good results. I have created 3D models, map level design, textures, hundreds of lines of code, particles, power-ups, inventory systems and game currency... But in the end it doesn't matter. The game has to be fun and immediate, especially if it is a browser game. Good job. I will take this new inspiration and try to improve my thinking about video game entertainment.
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Here is mine if you want to try it: https://itch.io/jam/brackeys-12/rate/2973885
Nice idea, a couple of notes.
I would change the color of the turret when it is upgraded (or at least give the information of the level of upgrading graphically).
The arrangement of turrets should be more organic, perhaps being able to put them on all sides of the map so as to add a strategic component, this also applies to enemy spawn.
Of course, it would also benefit to have turrets of different types, perhaps firing multiple shots at the same time or in bursts.
Probably moving the camera to a more top-down position would give better visibility of the battlefield.
In any case nice work, keep up the good work.
The times to get the stars are only present at the end of each level (in the tab that is opened when collecting the microchip) but it would be more correct to include them in the selection menu as well.
I agree that the purpose of the stars is indeed ephemeral, a player can decide to strive to get them all or ignore them not interested in the challenge. Giving a reward for achieving a number of stars (such as unlocking levels, dialogue, endings, cosmetics, or in-game currency) is certainly a clever way to entertain players who are not solely interested in the challenge.
The puzzle approach I usually rule out since these gamejams are always saturated with such games, but the idea of providing a speed boost based on the scaled-down axis is something that would definitely have interesting applications.
The idea I started from here was actually was to create a very basic version of Neon White, then make the speed of level completion a priority challenge.
One design (or rather geometric and engine) problem I had was that resizing on the z-axis could virtually negate the need to have to choose other types of resizing. I solved it by reducing the speed when the hole was mismatched and limiting the ability to resize on that axis by level. Initially, though, I had solved it by making that transformation a little bit thicker in the x and y axes so that it still didn't go through the other holes, but capturing the velocity caused Unity to make the colliders interpenetrate anyway. If this solution had worked, the levels would definitely have been geared toward a more puzzle approach.