Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Rapid Retort DemoView game page

Time Trial Shooting
Submitted by GrumblingGator — 3 days, 7 hours before the deadline
Add to collection

Play game

Rapid Retort Demo's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Developer

Thanks for playing. Not entirely sure what the aiming issue was as this is the first I've heard of it. I'd suspect that it was a godot input issue, but you didn't seem to run the same problem with Self Energy.

Submitted

I'm not sure what changes have been made since last time I played, but it seems to be coming along fairly well. My only complaint is it feels like there's a slight delay on moving the mouse and having the aim move, so it feels like trying to move the camera through molasses.

Submitted

I like the look of the game, but the gameplay is a bit of a mixed bag for me. Having to cock your gun sounds more interesting than it does in practice, and weapons like the shotgun and repeater rifle are worthless. The recoil isn't correct and just sends the gun straight up, needs a bit more weight and variation in direction, particularly as guns tend to pull up and to the left. The gun sounds are far too muted as well. Moving targets and some "civilian" targets that you have to avoid shooting could be some nice additions.

Submitted

got par in all levels, very fun, my fav level was the tunnel one, i like how its very close quarters

Submitted

I played it, and honestly, I just don't see the appeal. The only challenge is to complete the level in par time, and that's something I never cared about in games. Maybe there would be a better incentive if the shooting felt more impactful, cause right now it looks and sounds kinda weak. The stylized low-poly models with no texture filtering look nice, though.

Also see no reason in using shotguns cause you need to cock them after every single shot.

Submitted

I had a blast playing this, really hit a groove. Its a super high IQ game with a simple hook.

Main criticism is to have levels of "par" modes like a gold vs silver vs bronze medal, and let anyone with a bronze move onto new levels. I am bad at FPS and I couldn't get par on the warehouse levels to move on, which I wanted to
Developer

Thanks for the video. Extremely helpful. I'm hoping to expand progression and add a tiered time system like bronze/silver/gold once the game is content complete. When you do these for other people you may want to turn yourself up. It was a bit hard to hear what you were saying.

Submitted

Nice game! I don't have much to say, keep at it! I liked the reloading mechanics, those were pretty cool!

Submitted(+1)

This feels like an action shooting sport in video game form and I love it. It got me excited for tomorrow's match, and boy do I have some opinions for you.

You could borrow a lot more from action shooting sports. Those usually have divisions based on equipment, which you could use to make things like lever rifles more useful, i.e. by giving them their own division along with par times. These could be different on different levels; I ran the Kill House just as fast with a pistol as I could with a rifle, but the Scrap Yard is a very different story.

It isn't clear how many hits the mannequin targets need to go down. Is this explained somewhere and I just missed it? Something simple like, "2 hits with pistol caliber, 1 hit with rifle or shotgun" might be better.

I found the automatic reset at the end of each run unsettling. Why does the weapons autism stop there? It would be much better, I think, to force the player to stop and reset manually. This gives the player a chance to practice the controls as well as create a natural divider between consecutive runs.

The controls feel strange, because the controls for weapon manipulation are handled with the left hand, which handles movement, rather than the right, which otherwise handles weapons. I tried moving the "Charge" button to the middle mouse and that was drastically better. Maybe something with the mouse wheel: back and forward for pump, forward-back for lever, stuff like that. Or hold middle mouse and move in a certain pattern that can be placed over the crosshair like a minigame: up and down in an arc for lever guns, back and forth for linear actions. I don't know what the right answer is, but I think there's a world of interesting possibilities there.

A thought on the HUD: instead of using the fire selector to indicate if the chamber is loaded, maybe split the count between magazine in chamber, like "1|29|60" or "(bullet) | 29 | 60" for 1 in the chamber, 29 in the mag, 60 in reserve. Or you could get rid of ammo counts, but that comes with its own bag of problems.

On Ranch, the level would go black pretty frequently. It happened on-and-off all over the level, but only on that one level.


So anyway. If it sounds like I'm complaining, know that I had a lot of fun playing. Keep up the good work!

Developer (1 edit) (+1)

Glad you enjoyed it and thank you for the great feedback. A couple of these things were in earlier versions and just didn't work out. Automatic reset in particular was something pretty much everyone wanted. It was neat the first time you had to reload everything, but when trying to optimize runs in quick succession it just turned the game into a massive chore. The fire selector also used to work exactly how you described, but 90% of players just couldn't wrap their heads around it. Unfortunately vast majority of shooters have standardized chambered rounds just be a +1 to the number on the hud, and doing so makes the game too much more intuitive for the majority of players. In the future the shooting range should tell you exactly how much damage each gun does to the mannequins. No clue what is going on with the Ranch, that'll be fun to troubleshoot.

Thanks again for the feedback.

Submitted

That's too bad. Any chance you could put them back in as options?

nice i like it and having to cock the weapons reminds me of my pistol, I will say that the gunshots sound very weak though that might be part of the atmosphere your going for.  Also good job on the menus, the way the camera moves from location to location is very smooth.

Submitted

Not bad at all!

There's a certain rhythm to using lever action and pump actions guns in this game that is really fun to get into.

But after launching the game for the second time I've played the second kill house level thrice but the game doesn't seem to be recording my best time correctly,

Developer(+1)

Thanks for playing. What's probably happening is that you're finishing the run by running back through the starting line which cancels the run. Should be fixed in the next version.

Submitted

yes that was it

Submitted

Fun game! There is very clearly a personality to the game that is unlike other shooters. Things like needing to manually chamber a round combined with the slow reload and the relaxing music made this to be a puzzle game with shooting elements instead of a shooter with puzzle elements. I don't know many other games like it, if at all. I guess the closest I can think of is the Talos Principle, and there's quite a lot of different design choices between the two.

Played through some levels, and while I was easily able to reach par, the dev time was out of my reach. I like how even the constricted indoor levels allow for multiple strategies or ways to approach a level. I didn't encounter any bugs either, although accessing the options while ingame would overlap over the ingame menu, which is a bit messy.

The fact that you can immediately repeat/restart a level without needing go to through menus or anything was a big plus.

Weapon balance might require some work (unless I'm missing some strategies), since the SMGs didn't feel particularly useful. Perhaps the Uzi (or whatever it is, I don't know guns) could have a quicker reload, or something like that.

Some time ago I saw some Anon do a redesign of your menu in a thread, which I thought was more appropriate than the standard "text on box" method. Consider changing that up a bit, especially since it's really only the button layout/visuals. The camera panning to an object (the board for credits, door on exit) was very nice. 

Developer

Damn, never caught that redesign. Thanks for playing though. Glad you liked it. I'm hoping to overhaul the UI toward the end of development.

Submitted

Great game. Really enjoyed what was there so I beat all levels on par. Found only two bugs.

  • You can pass through the fence in the scrapyard
  • Walking into most scrapyard targers from the front once they are shot destroys my framerate. Moving away from them returns the framerate back to normal.


Other than that, I would like you to make weapons with smaller magazines and pump/lever ation more useful in some way. There is pretty much no reason to use them unless I want to challenge my self.

Developer

Nice catch. Looks like the target issue is a godot physics issue which I'm sure 4.0 will definitely fix. In the meantime it should be easy to make a capsule to keep the player from getting too close. Thanks for playing.