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A jam submission

Gun GameView game page

A "Don't Make Fire Emblem" contest entry about getting kills and not dying!
Submitted by TheRepeat (@ActualRepeat) — 3 hours, 36 minutes before the deadline
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Gun Game's itch.io page

Results

CriteriaRankScore*Raw Score
How well did this game execute its ideas?#103.7503.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • This was a fun little twist on map objectives and it fed well into the mechanics of the fight, making it more like a puzzle than a Fire Emblem game. It works really well as a self contained game, so I'm sadly not sure how it could be expanded further.
  • Wow. So this is by far the most creative submission I've played and definitely my favorite. First off, the level of playtesting that must have gone into this to make it the perfect length to play must be praised. In total all 3 of my attempts took me around an hour, which is just perfect. The tutorial is great. It teaches you just the essential information about the game and the rest of the details you can learn intuitively by playing, as the pace starts very slow and easy. My first two attempts left me feeling kind of hopeless, but once I got the hang of the game it was really intuitive and I kept getting the feeling that it was challenging but definitely doable. Even when I was losing at the start I kept wanting to play it, which does not happen often for me. This game feels like just the right mix of puzzle and creativity. There are times where you do have to play a specific way, such as moving in a general direction at the start, that I was only able to glean through trial and error. But mostly you can be very creative with how you deal with the enemies and a lot of strategies will work. Especially with having units disappear and having them rank up their weapons (ex. wanting to keep the Quick Bow), there's a lot of strategy that could come from that which players can be creative with. The end was really fun for this reason as I really had to think about the order in which I wanted my units to disappear and how I would get Eduardo his final kill. Really awesome submission. I'd like to see more levels in this style.
  • Gun Game reminds a lot of those FPS Deathmatch that switches your weapon after every kill and the goal is scoring a kill with every weapon in the game. In this itireration, you get a team of players against a group of enemies, and your goal is scoring a kill with their weakest weapon with your entire team. Since dying is expected, your team members will revive the next turn with the weapon from the previous tier. The mechanic is craftfully executed and it's a very enjoyable ride. The drawback would be the unability to check the current score of each unit, so you have to guess how many kills has each member (they will despawn permanently after reaching the goal fortunately). Special mention goes to the dialogue that made me chuckle a few times, and the overall presentation. Would recommend.

Any information the judges should know?
You're looking beautiful today :) (I recommend keeping animations off to keep things moving fast. They're off by default)

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Comments

Developer(+1)

Be sure to download v1.1, as it contains bugfixes for the mouse controls and shows the unit's kill counter in the hover window as well as the unit menu! Thanks to Neopolis and Prismalice for finding that mouse bug for me :)

Submitted(+1)

This was super fun! The writing cracked me up on multiple occasions ("DID I JUST FUCKING DIE?") and the core gameplay was really fun. Towards the end it really felt like a puzzle, and it was a lot of fun to time things so that everything lined up. It seemed pretty well-balanced too, although the Poison Lance was a big pain to get a kill with last minute. My only gripes are UI-related. I would've liked to see what level each weapon is, because I had trouble remembering, which threw me off sometimes. A unit inspect screen also would've helped, because sometimes I didn't know what weapons do when enemies had them, which meant things sometimes felt cheap. Overall, great job, really loved it. 

Developer (1 edit)

I guess you were playing with mouse instead of keyboard, because keyboard controls do let you access a unit inspect screen. I'm sorry about that, I never playtested with mouse controls so I didn't realize they were busted. The poison lance was inspired by Black Ops 2's gun game mode saddling you with some really trash weapons near the end :) If the mouse controls hadn't been broken, you'd have seen the unit menu DOES have a Kills stat on the right side that shows that unit's progress. Sorry again about that :( Glad you liked it anyway, though!

Submitted(+1)

Ah, you're right, I didn't think to try out keyboard controls, and I see you even patched it, so mouse controls work fine now. That covers pretty much all the complaints I had, and there's even some funny descriptions in the unit/weapon descriptions. Amazing job!

Submitted(+1)

Completed it (with 1 turn left ~)

I think you may want to add numbers near the weapon to know at which level we are, but maybe that's intended... Also I couldn't access unit information/menu, neither use keyboard, but maybe the keys were different?

Anyway, it was fun!

Developer

I was scratching my head wondering what you meant by not accessing the unit menu since I could do it just fine, when I realized my edits to key bindings must have broken the mouse controls. I only ever play with keyboard controls, so I didn't even consider that. Sorry about that, but glad you enjoyed it anyway!