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A jam submission

Platform GunView game page

A gun that shoots platforms
Submitted by Branno — 2 days, 23 hours before the deadline
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Platform Gun's itch.io page

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Comments

Submitted

getting a driver error on a 3080ti. my drivers appear to be up to date. when using the suggested command, i got the second error shown below.  

(1 edit)

The gun mechanic itself is clever and fun to play with, but the level design is too generic. Going around platforming through generic hallways activating switches. Would be nice to see less of that and more complex puzzles and combat. It would probably be a good idea to zoom out the camera more so that there could be more complex scenarios happening onscreen. At the moment it feels there's only just enough screen space for you to jump on your platforms over and over again.

Armor feels overpriced. Why is there a cooldown on the Switzerland flags?

Submitted

Oh, it's back. Pasting over from the thread:

I like the tutorial format and ammo recovery is really neat (though it doesn't exactly play to its full potential here).
Basic platforming is below average, slow walking speed, fixed jump height and lack of speed preservation feels bad. The platforms feel alright, but I would prefer being able to do at least some platforming without them rather than levels having a lot of just barely out of range jumps.
Turrets are rather hard to avoid once they start shooting.
Minimap would be useful, I got completely lost after backtracking from a room that I seemingly couldn't progress from.
I like it overall.

I managed to get myself stuck between a wall and a turret.

Submitted

Great job.

I love almost everything about this game.

Level design is sound.

Mobs too. I like a lot that you can jump on zombies without getting hurt; and the purple line with eye.

 Good tutorial (except missing wasd for moving). 

Good music, sfx and juice.

Things I don't like:

Art in general. Yes, there is a ton of care put in, but the free flashgame style is a detriment to your game.  It doesn't bring you in. If a random anon saw a screen of your game on steam, he would skip it in a second. Ihmo you need to change it to something else, something cool or cute.


Screen space is a fucked up for more than one reason:

 In the beginning I thought turrets were unfair, but then I realized that your gameplay is not set for your screen space but for your shift pan. Personally I think it's a bad move, but of course everything can work; just think of hotline miami.

With so little screen estate in the long run can become tedious to play(claustrophobia, shift to see anything) and design (see mega man 1-6 vs 7)

 Moreover a view so zoomed in makes your game feels simple (aka retro in a bad way).  I could understand a view so zoomed in because you want people to focus on your art.


In the end I love the game, dunno how much you are willing to change your entire art style(it's hard), but at least consider a 50% zoom out.

Submitted

The way the chara just has this stoic attitude and his face, while the bullets go slow and then speed up, its just feels badass. Especially when you set up a stack of stuff and then clear the room at once. That just feels so satisfying. But the times when it is like this, then this, then this, was not as cool as criss cross all of this at once. Like where you have a sequence of turrets up higher and higher vertically and it is like climbing a ladder, feels lame.

But like a room where you can basically see everything but theres targets at different positions and timing and you set it up and then clear em simultaneous, yeah that's the shit right there, focus the level design on that for real. Also if it can be setting things on fire and then stuff blows and and burns like those green pipes in the background could burst and spew burning flames when "room cleared" that'd be sweet you should totally do that it'd be awesome.

Submitted

Beat the game. Video: 

This game captivated me and I don't know very well why. Zooming through a room while riding a bullet is very fun and there was more puzzle elements than I expected.

The game is for the most part easy, maybe too much. Like the hanging eyes for example, they have a cool mechanic but once you figure them out they pose no threat whatsover, so they become doors. This repeats for other places in the game where you although there is a threat, you don't feel in danger. Some places though have a jump in difficulty, like the purple walkers part. It is the only place where I had issues, mostly because I missed the platform shot jumps and they smacked me for 4+ damage. Also the part where you drop on top of +5 zombies. Afterwards I learned to use camera panning wherever I went.

I think the main character, the zombies and bullets could use more detailed sprites to match the rest of the enviroment.

The final boss was really cool, specially since its mechanic is teached previously.

Short but sweet. I don't know if you plan to continue developing it, it would be cool to know what your plans are for this game.

Developer (1 edit) (+1)

Thanks for the feedback poke. The plan is to polish this up a bit more (All the sprites you mentioned for example) and then see if people care enough about it for a full game. Basically doing the 'if they won't play it for free, they certainly won't buy it' method.
Also your video helped me uncover some export build bugs.

Submitted

In one of the very early levels, it seems you power the door by shooting the power rectangle above the door then it slowly powers down after you shoot it. The door goes fully green as if I've done the correct solution but it never opens, is that a bug? Seems to be a softlock. Either that or I got filtered by the tutorial levels.

Developer (1 edit)

If you happen to give the demo another try, could to provide a screenshot of the problem. I haven't been able to replicate anything like unfortunately.

EDIT: nevermind i've seen it with the La_Fafafa's video. Bloody export build bug

Submitted

I had another go and it's working perfectly fine now, clearly it was an unusual bug. It's the area where it says "Hold Shift to Pan Camera"

I can't think of anything that could have caused it.

Developer

I have replicated the bug. It's one of those, I have no idea how i didn't come across this while play testing it for the 30th time style of bugs. I'll get this fixed.

Submitted

I also platformed myself into the ceiling (riding platform)

I did manage to free myself by putting a platform underneath myself and aiming down, so I'd say this is more amusing than anything, it did take a moment to get free.

Developer(+1)

The issue should be fixed in the new build (hopefully)