I really liked the concept, the jetpack and leaping adds a nice twist to the gameplay. Great game idea!
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Leaping SHMUP (Prototype)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #22 | 3.680 | 3.680 |
Gameplay | #35 | 3.360 | 3.360 |
Innovation | #47 | 3.280 | 3.280 |
Overall | #60 | 3.120 | 3.120 |
Graphics | #83 | 3.040 | 3.040 |
Audio | #110 | 2.400 | 2.400 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/RanDReille/Leaping_SHMUP-Prototype
Comments
What I liked about this game was that it really matched the theme (leaps and bounds). LOVED THE BOSS. When the boss came to eat me it freaked me out. Kind of like getting chomped by pacman lol.
Definitely a really cool game mechanic. Would like to see a lot more added to the game in the future I would definitely be a customer.
Good bones of a game here. Maybe have two fire keys so you can mash easier?
I liked the mechanic of you game ,I also managed to finnish it, it's quite short but I am sure you can expand on that, juicy sound efects I liked those, regarding the controls I think that jumping while you hold the arrow key would feel better than having to press it quickly! Anyway good job!!!
Thanks for playing.
Maybe making the jump button as hold can work, but the issue with that is about how quickly should the player jump if the player so choose to hold the jump button.
When I first came up with the idea my main focuses are about how some enemies would need to be sniped by accurate jumping and about how the player's DPS is partly constrained by jumping (since if you shoot too fast you'd be stuck on top of the screen) - but if you pay enough attention you might notice that it is only partly constrained. DPS can be increased by a pretty decent amount even while hovering by making short bursts of quick successive jumps - I don't think I will automate that.
Maybe though I would make the automation much lower than the humanly possible max DPS (or another thought is that holding is for automatic hover-jumping), and still encourage the player to mash their keyboard a little if they want optimal gameplay.
I beat the boss, you're not kiding, he ripped my head off once... I find that keep pressing jump can do most things, dodge, shoot, get P (I can see that's a lvl up) maybe the right and left move control don't have to be there. I can think of a lot of extension about how this game grows to be! Pity you don't have enough time to show us what's it really gonne be Haha! Wonderful design! Love it!
It's a very short and simple game, but it's highly enjoyable.
Gameplay is fun, it's basically your regular shoot 'em up game, but with the addition of jumping, which prevents you from moving freely in all two dimensions. I really liked the idea! It felt natural, responsive, and it made the game more challenging, but not to the point of becoming unplayable and unfair. It is an innovative idea, and it makes this game fun to play!
Unfortunately, the graphics and sound effects, while okay, are almost non existent, and sometimes, the sound effects of jumping and enemy fire can get really annoying.
But besides that, this game is pretty good overall!
Thanks for playing and giving feedback
I must admit the lack of polishing in this game. By the time I finished all the primary features, I actually wanted to at least add the background (buildings) and music too - unfortunately I only had a few more hours to spare back then, so I had to leave the game this way :(
I like the innovation with this one. I didn't think I'd find the idea of tying together jumping and shooting as natural as it was.
The constant jumping/shooting sound effect got tedious after a while, but other than that it was a fun game - great for a prototype.
I really enjoyed this. The game is quite simple but also innovative. The shooting being tied to movement was pretty cool. The game controls very well.
Other than the boss fight, I never really felt a need to move horizontally. Up until that point I only used the up arrow key. It would be cool if you could add elements which encourage the player to use the other directions (excluding the boss fight in which there was an incentive to move).
Overall, I thought it was great. Well done.
Thank you for playing. I'm really glad you enjoyed it.
Wow you didn't need to move horizontally? I thought that like to collect the power ups it was necessary to move horizontally...
In earlier versions before it was uploaded, the power ups would just move upward. It totally encouraged the player to move horizontally to collect the power up; but I figured it would be way too annoying so I made it fly to the left depending on its horizontal position when first spawned. Perhaps I should lessen the power up's initial horizontal velocity.
I like the mechanic of jumping and shooting with the same button, but it would be nice if it were mapped to a button other than the up key (like space maybe?). It just felt a bit awkward to move and shoot at the same time, although it didn't hinder me too much. I really like the enemy design, and the difficulty increased at a good rate. The boss in particular was interesting to fight. I also liked the powerup system, as it adds much-needed depth to the gameplay. However, it would have been nice to have a bit more enemy variety and a longer game (although I can totally understand not having enough time). Perhaps those things could be added in later if you even go back to the game. Moving on from the gameplay, I thought that the graphics and sound were effective at setting the sillier tone of the game, and it was surprisingly nice to look at. I love that you chose to go with the magic girl theme! Overall, this is a really solid prototype of an interesting mechanic.
Thanks for playing and for the feedback.
My decision to put the jump/shoot button to the up key was for the simple reason so that it could be played with one hand. Perhaps it was my selfish decision as the developer since if the game could be played with one hand I could click the test button with my right hand while playing with my left hand XD. I didn't think it was awkward but I will keep that in mind. Perhaps I could have made the control with A, D, and space?
I'm glad you like the enemy design. It was simple, much simpler than what I usually do - but I guess art does not need to be so sophisticated.
Yes. I too want to add more enemies, more bullets, more complex bullet patterns, and many more contents. But as you have realized time was unfortunately lacking. There are also some features that had to be cancelled (I wanted to make down button for bomb using power up)
Also glad you think the SFX fits. Kinda wish I had added some music tho... too bad I did not have time to compose this time :(
Again thanks for playing
Game play is insteresting with the jump = shoot mechanic.
Also the boss reminds me of Charlotte from Madoka Magika
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