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A jam submission

HEALTH RUNNERView game page

A action movement game made in 7 days for the fireside 2024 jam
Submitted by dkytsne — 1 hour, 3 minutes before the deadline
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HEALTH RUNNER's itch.io page

Results

CriteriaRankScore*Raw Score
Audio/Music#153.4293.429
Fun/Engagement#213.3573.357
Art/Graphics#233.6433.643
Overall#333.1073.107
Theme#572.0002.000

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Had a bit of hard time with that one. I first got the "mouse not locked" bug, but I read the comment on your page to jump so it fixed that, but I kept having a bug where the camera would kick to the left or right suddenly, making it very hard to control. Also a bit of the puzzle platforming was unclear how it was even possible to do, I often ended up cheesing levels by jumping on the wall repeatedly. Also some signaling on the enemy attacks would've been nice, since I need to get in close range to attack them, they would sometimes just fire at me right before my attack without having anyway to tell and dodge. For full transparency I do not like first person paltformer, so it probably didnt help my enjoyment. I think the creepy mood was cool.

Did you work alone, or as part of a group? (If in a group, list their names)
i worked as a group (dkytsne, rhyswood)

Disclose if you used any public domain assets or not.
i didnt

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Comments

Submitted(+1)

nice graphics

Submitted(+1)

Quite challenging & like the overall gameplay! The movement focused and fast paced gameplay is definitely fun.  Cool art style and music. I was a bit confused at first as I thought shift wasn't working but then realised dash is meant for only in air. Good job overall, would love to see this developed further!

Developer

i am actually planning on expanding on this idea thanks!

Submitted(+1)

I was enjoying this game but it kept crashing my browser. Not sure if it's something in the code or an issue on my end.

Submitted(+1)

Now that I've gotten a bit farther, I can say that this game is very fun to play at its best since the movement feels good, but it's marred severely by a lack of polish. Checkpoints don't seem to function consistently; sometimes it would spawn me partway through a level, I'd get a bit further, but then I'd die and spawn at the very beginning of the level. Occasionally my dash momentum wouldn't stop and I'd fly forward all over the place. It would have been nice to have the option to press R to restart even when you're not dead, because there were points I fell through the floor and didn't hit a death plane, so I just kept falling forever. The lack of polish did sometimes work to my advantage (I'm not sure if you're supposed to be able to infinitely jump up walls), but I think it still should have been addressed.

Submitted(+1)

Neat gameplay! It might have been nice to have a list of all of the controls - I kept discovering new ones.

Developer

I put them in the description but i shoudve made it on the game too if im beeing honest

Submitted(+1)

The game play has something to it and would really open up with a bit more time in the oven.

Nice work and id love to see this go farther!

Submitted (1 edit)

I like the base idea of a first person movement game but there are quite a few issues.

It is not clear which enemies are optional and which ones are required to be killed if I want to open the next door.

The movement isn’t explained clearly. The description says shift to dash and ctrl to slide but it doesn’t say you can’t dash on the ground or what exactly slide really entails. It requires a bit of trial and error on the player’s part to understand how they function. Sliding can give a lot of momentum if used correctly which can be fun but it’s properties are not properly explained to the player.

The rapid shot guys are really hard to deal with, I only managed to kill them by pure luck. All the shots going through walls doesn’t help. Some sort of visual/audio queue for when an enemy is about start/stop attacking would be great.

Since killing enemies restores health, you can generally tank a hit from the rapid fire guys when you have 2 health. In my opinion, the game should have either started with 2 health OR there really shouldn’t be a rapid fire guy in the stage where you only have 1 health

When I kill an enemy, their bodies stay solid for a second longer. Meaning I can’t kill groups of closely packed enemies in quick succession without jumping. And when I do jump it’s harder to aim my attacks.

I do think the movement options provided in the game can be really fun. It might have been even better to focus on the movement and make the game about dodging and weaving instead of trying to get into melee range of a Gatling gun to hit it. Simply having no locked doors that require you kill certain enemies would be more fun in my opinion.

I also experienced bugs where, when I die and respawn at the first checkpoint, the guy I killed before reaching this area respawns and shoots me through the wall. Another bug in stage 2 sent me back a checkpoint when I die really close to the locked door.

Developer

I will definitely be taking those things into consideration thanks! also I am aware of the bugs in the desktop build it works fine but it has trouble on the web I will post the desktop build after the jam

Submitted

I have a question: how are you supposed to deal with the guy who rapid-fires at you in the second section? I have tried countless times to kill him so I can get to the next section, but no matter what I try, there's no way I can get close enough to him to attack without him gunning me down first. I don't think I can leave a fair rating or review until I figure this out.

Developer(+1)

you can wall-run on any wall so try getting the momentum of the slide and then jumping to a wall and dodging. after that it takes for him a good while to recharge his attack

Submitted

Really cool art style! Controls were a bit clunky and the last section was really hard but still solid gameplay.

Developer

thanks!