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A jam submission

Factory FlawView game page

Made for Brackeys Game Jam 2025
Submitted by woop, NickInGR, Ozanthium — 6 hours, 32 minutes before the deadline
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Factory Flaw's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#2063.6163.616
Enjoyment#3203.6403.640
Overall#4133.4013.401
Innovation#4233.3603.360
Audio#5823.1633.163
Visuals#5823.5003.500
Theme#6853.1283.128

Ranked from 86 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
The story of the game revolves around a missed maintenance check for a gun-producing factory. Everything from the root of the problem's cause to what was done afterwards to try and stop the factory follows the ignorant idea of "nothing can go wrong". The maintenance team ignored a check, thinking that nothing could go wrong. You were sent on your own- a barely tested gun that takes damage from its own lasers- with the idea that nothing could go wrong, all because you were guaranteed to be on the right side no matter what happened. Even before you, an expeditionist goes in solo as part of his job and leaves notes of his observations around. The response to his disappearance was to send you in and nothing else. The theme is also seen in the gameplay. The bouncing mechanic was inspired by the idea that situations could go wrong VERY quickly if you face an enemy who fires bullets everywhere, or if you yourself miss a bunch of shots and create your own bullet hell. As everything has fallen apart and you must take down the factory by yourself, nothing can go wrong,

What code and assets did you not make from scratch during the jam (if any)?
The only code not made by scratch were typical components that would be applied in most action games- like hitbox components, hurtbox components, health components, as well as basic finite state machines.
All of the art was made by scratch by our artist, and only the laser when firing was from another project.
The sounds when firing a gun were free assets online. The music was all for the jam.

How many people worked on the game?
3

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Comments

Viewing comments 73 to 54 of 73 · Next page · Last page
Submitted

The best game with ricochet mechanic. It was funny that the main character is a gun, but then after reading the story it starts to make some sense. Game had beautiful pixel art, strong sound system and impressive gameplay. The Ricochet featurer was made insanely good. I love that you can become the enemy for yourself. :) Amazing game!

Submitted

A banger of fun and laughter as I thought the idea was really fun then tried to trickshot more; only to get clipped by my bullets (I think) reflecting right into me because instead of the enemy.

I think it's the most fun when you're actively jumping into the middle of battle and not just chilling.

Some fun ideas that I had while playing:
Richocheted projectiles get a little faster and deal a little more damage each deflection to not only make the gameplay faster for players who try to play slower; but also rewarding players for playing with the mechanics more. Maybe it'd get more red each time it bounced.

Movement speed/shoot speed boost for when you've been moving nonstop to push players towards the action more and not away from it as some people below said they would cheese fights. While they still could it'd just be even less fun to do so.

It's a lot of fun though and feels quite polished!

Developer(+1)

Goated ideas I’ll def keep them in mind! Initially I had the bullets getting faster each bounce but the physics would be kinda finnicky, I’ll dig into it more. Also yeah a way to promote more action would make the game way better, thanks for the feedback! 

Submitted

This was a pretty standard issue top down shooter. The gimmick of every shot bouncing off the walls was a neat touch, but did lead to most of the gameplay just cheesing the ai by hiding around corners. The Miniboss was also a bit overtuned, as there was little to nowhere you could go where you'd be safe from their attacks, making the fight feel more like a dps check. The art was all well made overall. Solid entry.

Developer (1 edit)

Hey, thanks for the feedback. First, I don’t think it’s really ‘cheesing’. At least in my experience, enemies would be able to get a few shots in after catching up before dying. Imo it’s more of a head start in most cases. Only a few enemies were dealt with completely or mostly by using some corners and shooting at angles. However, I can see the potential for this and making enemies too boring to interact with, so I’ll try upping their speed (rifle and shotgun seem a bit slow) or seeing what else works, or designing the encounters differently.

 About the miniboss, while I agree it is comparatively a lot, the intention wasn’t a complete DPS check, rather you were just meant to do your best dodging bouncing shots and avoiding getting hit right in front of the shotgun barrel (as all its shots will hit you for big damage and can lead to an early end). We wanted to lean more into the chaotic potential of the gameplay and follow the jam theme with it. Honestly in my opinion, the idea of always having some way to avoid ALL damage in a game is overrated, and kind of restricting from a certain view if that makes any sense. Those games exist and they’re fun. However, I take your point. There is definitely more we could do to ease the player into that sort of full on unpredictable bullet hell style, which wasn’t apparent in the first big room, and maybe it could slightly go down in its attack rate and give some breathing room between attacks. Thanks again for the feedback! 

Submitted

That's fair, it did seem like the intended way to play the game, and the enemies were active enough to give chase, so I suppose I simply interpreted it as me being sneaky about it. And when it comes to the miniboss, I think the biggest help would have just been making the room bigger. Looking back I think I only felt that way to to how cramped the arena felt. Y'all did good! I hope I didn't seem to negative.

Developer

That’s a good point about the miniboss actually, I had another person mentioned that part was cramped but totally forgot about it. I’ll add it to a list of things I’ll fix now! It definitely was small for the amount of shots and bounces happening, I 100% agree with that. Thanks for the feedback again bro, this stuff is very helpful and I think you weren’t too negative at all. 

Submitted

I played through the entire game deathless, hit the wander button, went back to the tutorial room, then decided to see what happens when you die.

The game itself feels like it was inspired by Wii Tanks!, where your shots do indeed bounce and can hit your own character and also has various enemies. I loved that game.

The music quality was abyssmal, I don’t know if it was my device or something, did anyone else get really crunchy music? The SFX were mostly fine in quality though.

The concept of a gun going to an evil gun factory and killing the factory and all the evil guns is hilarious. I really liked the idea and execution.

Nothing much to say about the graphics, just looks above average.

I personally would just expand the content that’s already there.

Developer

Hey! Thanks so much for the feedback. About the music quality, I experienced the EXACT same issue! In godot itself it was just fine but when I exported it to web, it sounded really awful, I’ll see about adding a download and see if that fixes things. I couldn’t figure out how to fix it at the time so just ended up submitting. Thank you for letting me know it’s not just me, as no one else has commented about it so far, and when I asked one person, they didn’t experience any issues. Specifically, it would get bad when I shot a lot and hit enemies a bunch, but I’ll have to spend some time narrowing down the issue. Someone else mentioned Wii Tanks- I never played it but am curious about it now haha. 

Submitted

Very nice game and I quite like the Art Style! Very polished game for a week and was definitly harder than most games I played here, but I like it! Well done!

Submitted

Definitely harder then I first thought, but it was a fun challenge, just had to rush the end boss ^^.

Nice to see how you can turn technical challenges/limitations into art/game ideas!

Submitted

Very nice game! I loved that there are two bossfights and enemies vary troughout the game! Music was the icing on the cake! Great job!!

Submitted

Wow it's so fun and hard, lol.  The weapon as the main character looks funny. Adding complexity and interest to the fact that bullets bounce off is the fact. And the surprise was that my bullets could injure me XD. Great job!

Submitted

This is one of the best games I have played in this jam, truly wonderful!

Submitted

Damn this was REALLY fun, love the bouncing mechanics although I failed to use the enemy guns' bullets against them lol, holding down left mouse to continuously shoot would have been appreciated too as mentioned by another guy

Developer(+1)

Actually the enemies can't take damage from their own shots, just you. Trust me if enemies had friendly fire for themselves, you wouldn't have to do anything. Originally I wanted them to both take damage from their own shots but enemies just killed themselves, soo. It sounds weird but was the best thing I could come up with, as we also wanted to show that the player character was comparatively worse compared to the enemies, as it says in a note where the player can't even detect if its own shots are hostile or not, referencing the fact that it takes friendly fire damage. Also about the continuously shooting, I'll keep that in mind! It is definitely tiring clicking so much. 

Submitted

Fair enough, game's at a comfortable difficulty level as is, struggled on the purple shotgun mini-bosses

Submitted

Really fun bullet hell. At first, I wasn't sure about the friendly fire, but it makes you think more instead of just shooting everywhere so I end up liking it a lot. I still would've like an auto fire mode instead of clicking every time, even if it means more bullet against me :-)

Developer

Yeah it definitely does get tiring to click so much, noted!

Submitted

This was a ton of fun! I forgot to follow you when I rated, so which account should I follow for updates? All three of you?

Developer(+1)

For updates, you can just follow me, I'll be the one uploading and editing pages and stuff, but feel free to follow the others as well! Thanks!

Submitted

I like the concept! I really like that you can be hit by your own bullets since that keeps you from just spamming bullets everywhere… I enjoyed it!

Developer

Glad you enjoyed!

Submitted

Liked your game! It would be nice if enemy bullets have a different color and is there a way to win the final battle? xD

Overall nice gamejam game!

Developer

Yeah for sure, I’ll make enemy bullets a different color. To win the final battle, you have to shoot the factory from the left where the conveyor belts aren’t blocking it. 

Submitted

Really cool! I like how you used the map to make the bullet bouncing mechanic more interesting. I thought it was cool that the player and enemies were all guns, but tying the hitbox to something you can rotate meant that I was able to get stuck in the smaller corridors. Other than that, well done!

Developer

The rotating thing seems to be the biggest issue currently thanks for letting me know! 

Very nice game keep going 

Submitted

Pretty fun game, one thing i found though was that if you rotated the player when in a tight corridor it would get stuck. Very minor thing but apart from that very good work

Developer

Yeah it seems to be the main issue going around rn, thanks for letting me know! 

Submitted

The game was really fun to play. Enjoyed the bullets bouncing around and causing huge chaos. The Story is also really cool. I like the unique take on the game design for the theme. A few extra effects and sounds at the end would have been really great. A really well made game for a game jam. Keep up the good work team!

Submitted

The game was super fun and fluid! I loved the bullet ricochet, and the story was really funny. I think it would be super cool to augment the mechanics more, too - adding rapid fire by holding down click or charge shots could be interesting ways to spice up the gameplay further. Great work!

Developer

Oh definitely! Thanks for the suggestions I'll keep that in mind.

Submitted

Very fun game. I did have some lag spikes though where the game would freeze. 

The combat was fun. I tried spamming bullets to kill enemies then had to dodge my own bullets.

Viewing comments 73 to 54 of 73 · Next page · Last page