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A jam submission

retrogunsView game page

A retro-era inspired FPS. progress in work...
Submitted by partisani
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Play the... uh, prototype?

retroguns's itch.io page

Results

CriteriaRankScore*Raw Score
Artistic Style#283.6363.636
Playability#412.5452.545
Theme Implementation#472.3642.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you use the Additional Theme(s) ?

The Addition Theme(s) where used!

Give a quick overview of your game, and how you worked the theme into it.
A retro-era inspired fps, where your (game) jam was stolen and you invade the facility where it was stored to get it back. you actually shouldn't be in the facility, nor get the jam back.

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Comments

Submitted

I don't like the high sensitivity of the camera paired with high movement, well that's just me though

Anyways, cool retro style art :D

Developer(+1)

Ok, i wanted to have a config menu, but i hadn’t the time, so i didn’t make it, but thanks for playing!

Submitted(+1)

Very nice retro style! It truly exudes those old-school vibes. It would be beneficial to slightly increase the speed of the doors and perhaps incorporate some indicators to signal when you hit the target. To be honest, it was somewhat challenging for me to grasp the gameplay by simply running around and shooting blindly. I was stuck in the room when you had to jump on a platform above your head. I had fun anyway!

Developer

Thanks! the room where you got stuck is the one with two drones? if so, then you are supposed to jump on the drones, using them as platforms, Also, dash will help you get a bit more vertical velocity, which you will need for the last jumps.

Submitted(+1)

Oops! That was a bit of a slip-up on my part. Thanks for the tip; now I've finally reached the "You win" screen! ;-)

Submitted (2 edits) (+1)

Hi! Just tried your gave and decided to leave here some of my thoughts: 

  • Clear instructions at the itch.io page. The premise was clear and quick to understand. It was also good to have the key controls written there (though I completely forgot the dash ability and never used it)
  • The title of the game was quite informative of what the game was. The animations on the title screen made it look interesting: simple but elegant with no redundant elements.
  • The visual style was consistent and understandable: everything looked like what they were, and there was no trouble understanding the rooms. I especially liked the atmospheric storytelling part of the cameras being there. The style holds well together with how the game was "promoted" as "retroguns".
  • One big problem that I had was that there was no feedback on enemies or the player getting injured. I didn't even notice the character taking damage during the first attempt. Also, I thought the enemies weren't actually enemies at first, because when I tried to shoot at them, nothing seemed to happen. I would have needed some sound/visual cues that they were hit. Same for the player character.
  • Another challenge for me playing the game was that the movement and turning happened way too fast for me to keep up, which made controlling the character quite difficult
  • The sound effects that existed in the game were nice. Especially shooting and reloading
  • For the weapon, I didn't notice a way to check how much ammo I have left, which I would've liked to see. Maybe the weapon's blue energy could deplete on each shot so the player would always see how much ammo they have left, just looking at the side of the gun
  • The shooting was nice. I would have even wanted to shoot some non-enemy objects and was a bit sad that I couldn't destroy boxes or security cameras with my gun. That would have been cool 
  • The first time I died without knowing I was taking damage. The second time I got stuck inside the wall, (maybe, not sure. It happened right after the room with the robots and there was maybe an elevator as well). The third time I got put through the part with an elevator but then got soon stuck in a room that had a platform high up one of the corners but only one door (from where I came?) How should I have proceeded from their
  • When running away from the enemies the doors sometimes seemed to stand in my way before they opened. This created situations where I wasn't able to escape as the robots kept chasing me.
  • Regarding the theme: the theme is included in the narrative of the game. The gameplay doesn't necessarily reflect this though

It was nice to try it even if I didn't get it until the end. If you're interested in getting feedback on certain specific parts of the game, feel free to ask and I would be happy to provide my personal opinions of it. And if you would end up trying my game, it would be really cool to hear what you thought of that.

Developer(+1)

Thanks for all of the feedback! About 4º, i tried it, but im lazy, when i shot one, all of the enemies became pure white… For 9º, yes, i accept the parkour was a little hard, you are supposed to use the drones as platforms, to get higher, there is a single point where you have to get just a little more height (by using the dash) in this room. 10º: Ok, i may have intentionally made the doors a bit slow… And, for the last one, i tried. why would the robots attack you…?

Submitted(+1)

Oh, interesting! I didn't realize you could use drones as a platform. What would happen in a situation if the player killed all the drones though? Would it still be possible to get onto the platform?

I was wondering whether the doors being slow was a design choice. It makes sense like that as well. It discourages running away and instead encourages fighting against the enemies.

About the theme, I understood the part that you are infiltrating this enemy building so you should not be there. But if there was some other layers to it I might have missed those. What I meant by the mechanics not supporting the theme was that playing the game I didn't feel like I was not supposed to be there. Instead, I felt that as a player I SHOULD actually keep moving forward and continue further.

Developer (1 edit) (+1)

I like how you try to give feedback on everything you can, also, now that you know, try getting up there (use dash a lot, it gives you some vertical velocity) and get the jam back.

Submitted(+2)

Incredible style, but sensibility is a bit too high, but style is very great ! 

Developer (1 edit)

Thanks!, i just used some textures from the internet, and changed them in photopea. I also put a MeshInstance (godot) with a QuadMesh with a shader in front of the camera, creating the color quantization + dithering effect.

Submitted(+1)

Very challenging. wish I had a few more shots before the reload need but overall not bad at all. Oh, and a little retro beat in the background for music would be a nice addition. 

Developer

thanks! im bad at music, trying to improve, but it would also take time, and i barely managed to submit the game in time…

Submitted(+1)

Understand that, it's one of the joys and challenges of game jams.