A chill upgrade game that involves bright colors, some luck, and just a dash of skill.

Download

Download
SplatterReaction_Win_Beta_v2.exe 92 MB

Development log

Comments

Log in with itch.io to leave a comment.

(1 edit)

The lag between clicking and the orb dropping almost made me jump through my screen.

LOL, Thanks for the feedback.I'm not sure if you mean overall game lag or the amount of time it take for the ball to "fall".

If it's game lag I've uploaded a free .exe version of the game, it runs reasonably well on my Windows VM so I'm assuming it might be a better option if you still want to try the game. 

Long story short this is my first game made in Godot and I'm only now finding out about the severe limitations of its native physics engine. 

Interesting! I like the art style.

I think it's way too slow to begin with given how active the gameplay is though.

Also there's a really annoying bug with the Quit Round button - it doesn't seem to reset the timer for the next round, so the next one ends really fast.

I think to hook people maybe the current direct hit effect should be what happens every impact, and then make the direct hit even better. So there's immediately a lot of visual spectacle and you can upgrade a lot?

(1 edit) (+1)

Thanks for the feedback, I'll poke around the quit out method to see if I can find that bug. 

As far as the hook goes I agree, I've been considering that advancing early relied a bit too much on the direct hit mechanic. 

I didn't realize that was the case till I got some friends and family to play test and realized that people may go multiple rounds early on without getting a single point much less consecutive direct hits.

I'm thinking of adding a mechanic to make the last reactor drop each round spawn extra splatters, this way people starting out get a little extra help (and dopamine) but it doesn't accelerate the game-play loop too much. 

Those sound like good changes! Feel free to reply if you upload an update and I'll try it out again :)

Appreciate it, I actually updated the game yesterday!

There should be exact details of the changes made in the devlog on the game page.

Nice! Unfortunately I still had the bug - It's when I Quit Round early but don't go to the store.

The other changes are definitely an improvement, though still a bit too slow in my opinion. I think it needs some automation or to multiply the bonuses by ~3-5x maybe?

Obviously depends what you're going for, I'm biased and prefer active games but I do think they still need automation and a good power curve.

Otherwise I think the store could be improved by having the current cost on the button too, or at least highlighting the ones you can afford.

I'm highlighting the negative stuff but I do think you have a really solid foundation here! I really like the music and overall vibe too.