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A jam submission

Wry-PinView game page

3D Shooter with GDevelop
Submitted by Trabin (@knmage) — 1 day, 8 hours before the deadline
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Wry-Pin's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#582.6422.750
Graphics#742.2422.333
Originality & Innovation#752.1622.250
Overall#812.1782.267
Audio#831.9222.000
Fun & Game Design#881.9222.000

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Nice dungeon crawling vibes.

Submitted(+1)

Good work , nice navigate indicator!

Developer(+1)

Thanks, I feel it's super cheap, though. The directions are basically if player is facing object, change text to. Same goes for the indicator. Orange is hot, yellow is warmer, green is within x distance. Red is wrong way, blue is on target. Again all based on relation to another object.

Submitted(+1)

It is a good start! Keep it up :)

Submitted(+1)

Nice for a first game.
Congrats.

Developer(+1)

Thanks. I think I should have familiarized myself more with the engine prior to beginning of the jam, but It started to get a bit easier near the end. a lot of stuff I'd do a lot better now with the understanding. I'm going to shelve this one for now and maybe remake it with more fleshed out zones and levels, maybe some actual anims

Submitted(+1)

Great start! Continue building after the jam. :-)

Developer(+1)

I think I'll do a complete remake instead. There's a few things I want to go back over, and if I use this as just a frame and recode it, If I replace this I'll keep this as a proof of concept

Submitted(+1)

My sensitivity is so fast, I can't control it :((

Developer(+1)

Yeah, the chaos was really the initial give for that. The idea that you have to hone your movements. It took me a bit to learn how to move myself, and I liked that. When I do another, better, built out fps, I'll put in sandbags and an adjustable slide.

For this project, though, I think it needs a complete rewrite. I set it up so that at z = 0, you die, but then took that out. What I should have done was set the walls and the floor like the cubes, and instead of have a specific zero, I should have put invisible killboxes on collision. I stupidly stuck myself to one plane, and wasn't enough time to refactor. All the collision boxes now are set up correct. 

Just be glad I didn't put in the speed run timer. I think I got down with my testing to about 4 minutes for a clear, but not a 100%. 

Submitted

So how do I shoot?

Developer

Instructions are in Game, but I decided to post them in the page itself. If in doubt, try pressing blue or green things