Paradox Planet by kingofsquirrel
Introducing my first GameJam Game ever: Paradox Planet. Paradox Planet is a top-down Shooter with the goal to get as many points as possible. You can get points by killing enemies. Each Wave the Enemies will be respawned at their exact Death location, and they will get stronger and will be worth more points, and each Wave 2 new Enemies will be added.
Ratings
| Overall | 552th | 2.886⭐ | 24🧑⚖️ |
| Fun | 473th | 2.886⭐ | 24🧑⚖️ |
| Innovation | 606th | 2.364⭐ | 24🧑⚖️ |
| Theme | 584th | 2.591⭐ | 24🧑⚖️ |
| Graphics | 553th | 2.636⭐ | 24🧑⚖️ |
| Humor | 391th | 2.19⭐ | 23🧑⚖️ |
| Mood | 562th | 2.262⭐ | 23🧑⚖️ |
| Given | 63🗳️ | 4🗨️ |
Also, I would suggest you to try to aim to give the player a scope (as small as it can be, for a 48h entry). Like find a hidden object, kill X amount of enemies, etc... it will give the player a sense of satisfaction knowing that he got to the end :)
I have another couple of things that could add to the polish. One would be maybe moving the origin of the character to the middle of the body rather than including the gun as it was a little strange having him almost walking in circles instead of turning on the spot when the mouse was moved. That said, movement was really nice and smooth.
Also, the background was a little too busy and distracting for me. Maybe try making the tiles a little bigger and the contrast between the light and dark colur little less so the pattern isn't as in your face. The purple of the enemies stood out nicely against the green though and I liked the dead slime puddles on the ground as well which made it nice and easy to see where everything would spawn.
I'm sure there's lot's more you could have done with it given some more time but great game given the time constraints and well done!
the graphics are holding up, the astronaut sprite was a bit unclear i felt, the arms could be somewhat clearer for example, but I'm just being picky haha!
Only "bug" i found was that upon colliding with the enemies stuck in a time paradox, aka, killed, I was taking damage as if they where still alive, also they can be pushed around by the other enemies while in this state.
The idea in itself is fantastic, and it works as it's supposed to i guess so props for that haha.
Only thing i was missing was a way to replenish my health, and with this kind of concept, some power-ups or upgrades would be a nice addition!
also, i think the environment visuals were good, but the level design itself was too big. there were some obstacles and stuff which was cool, but too much open space, so i felt kind of lost, or like, the obstacles didn't really matter because i could just hang out in open area.
I know that the art and sounds are not that good, but that's just me being a bad artist. For the killed Enemies, I do want them to be "poisonous" even after they're killed, I even said that in the Tutorial and for being able to be moved after they're dead, I tried that, but I am pretty new to Unity and I did not find out how to do it.
But Thank you for the other great Ideas how to improve :smiley:!
I know that some things would've been very good if I had implemented them(other weapons, healtdrops etc), but I had almost no time that weekend.
For the leveldesign, I never did a game like that before and was hoping someone would give me feedback for the design!
I don't know yet if i'll continue working on it, but if I do I'll consider your ideas and suggestions. For the theme, you are basically stuck in a loop with the same enemys respawning where they died.