Eye See You by Almax
Instructions
- Download the game
- Shoot all the things
- Collect energy to create more ground to die on
- ...
- Don't die?
Controls
- W/S/A/D = Move
- LMB = Shoot
- RMB = Raise terraforming arm
Credits
Code and Gameplay: Aaron Baumbach
Art and Gameplay: Greg Lee
Music and SFX: Virginia Leo
| Link | https://teamterrible.itch.io/eye-see-you |
| Original URL | https://ldjam.com/events/ludum-dare/54/eye-see-you |
Ratings
| Overall | 160th | 4⭐ | 24🧑⚖️ |
| Fun | 101th | 4.048⭐ | 23🧑⚖️ |
| Innovation | 401th | 3.548⭐ | 23🧑⚖️ |
| Theme | 273th | 4.071⭐ | 23🧑⚖️ |
| Graphics | 223th | 4.174⭐ | 25🧑⚖️ |
| Audio | 127th | 3.955⭐ | 24🧑⚖️ |
| Mood | 334th | 3.795⭐ | 24🧑⚖️ |
| Given | 60🗳️ | 34🗨️ |


I like that the game starts with a different wave each time. It helps make the game less tiresome to restart (Which happens a lot).
Some more things I would like to see in this game:
1. A secondary attack for your primary weapon would help when there are large swrams of enemies, like when you can tap the fire button to do a shotgun attack in Devil Daggers (which you're probably aware of), for example.
2. Maybe a limit to how much terraforming power you can obtain, or it could be depleting slowly even when unused, so the player has to use it instead of just hoarding a lot of it at the start.
3. The floor could break faster the longer you survive to add difficulty later in the game, if it doesn't already.
Overall its very fun and would make a great finished game imo
I agree with pretty much all your comments, it mostly came down to running out of time to finish the jam. I ended up being quite ill over the weekend, so I didn't do the crazy number of hours I normally do for a gamejam haha. I do wish we got a bit more progression to it as it has a nice feel but does get samey really fast.
Glad you enjoyed it, it was a blast to make.
I totally love the music and the sound fx is put nicely (more feedback for actions would be great).
Also, I used Unreal too so I'm pretty inspired by how you managed things here! Good job!
A couple of critical thoughts:
- I know it's probably easier said than done, but I think adding really strong directional audio cues like Devil Daggers or Hyper Demon would help the game a lot.
- I think adding a wind-up period to the gun was a great idea and makes switching to terraforming mode a much more committed and deliberate decision, but I do feel like "in exchange" it should have less bullet spread -- dealing with a large crowd of far-off enemies currently feels needlessly frustrating.
- This may just be a skill issue on my part, but the amount of terraforming energy you get from the different types of enemies feels a little too uneven. I feel like sometimes I get a bunch of small enemy spawns in a row and end up with a very low supply of energy as a result.
Finally, I really love how the game looks. Everything has just the right amount of detail to make the downres effect look amazing, and the vaguely uncanny feeling of the eyes and weapons works great.