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|Adherence to the Theme||#404||4.213||4.213|
Ranked from 94 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Good show! Played it to double digit waves twice. Most of my comments have been addressed already (Particularly the gun UI bit.) but I might also mention that I sometimes found myself accidentally picking up health packs too early (when I hadn't really lost much health) and that I wished the pistol had a little more oomph to it.
As an aside, I wonder how a game like this would feel if you had to immediately fire the weapon when you picked it up. Probably would require some redesigning, but the idea intrigued me.
In any case, good show indeed, hope you enjoyed the jam.
Thank you very much for your feedback. If we find the time we will for sure keep working on this game because it has some addicting gameplay.
I'm really happy that you enjoyed it and made it to double digits twice. And I'm really glad to receive your, I guess positive rating, before the end of the voting period.
All the points that you addressed will we taken care off. If you are interested in the post jam version hit the follow button so you won't miss it out.
This was cool, the escalation was slow and steady which was nice! I think the health shouldn't be pickupable with full health, but other than that it was very good. The white robots seemed very same-ey to the green ones though? Great work none-the-less!
Thank you very much. I was thinking the same about the health packs today as I played a different game, but those three health packs are a remainder of the development phase :D Damn you time limit :D
Yeah, both have the same movement AI and I totally agree that they should be different ;)
good job on not starting out with a ton of enemies. I played a few games similar to this and you start out and it's just too overwhelming. This had a nice gradual pace and you even had health to make it a little bit more fair. I liked the different weapons. I couldn't get the controller working via chrome on windows 10, but mouse and keyboard worked great.
Thank you very much. I always invest a few hours to balance/tweak the game so that you have a fair but challenging gameplay.
If you want to play with controller, you have to press Escape/P in the game to open the pause menu. There is a button for gamepad. The movement is better with the gamepad, but I had no time to add the aim control.
LMB doesn't work for me in Chrome?
What operating system are you using?
Could you please try the downloadabe version in case you are using Windows?
Windows, downloaded it to try it again but got same issue. =(
Ok, that is a new issue we never had before.
Are you able to click the buttons in the game?
if yes, can you control the player with WASD?
If yes, is the RMB working for using dash?
Good stuff, I got to wave 15. First waves were pretty dull but it's a problem that's hard to avoid I guess, and it got a lot more interesting later on. I'm not a big fan of having to dodge healthpacks to avoid wasting them. But overall I liked it, I found the game satisfying to play and well polished.
Damn, wave 15 is very good. You are right, that the first waves are a bit boring and a lot of people complain that the character is too fast for the game, but most of them have not played past wave 10. And there you really need the speed.
Yeah, I know the problem with accidentally picking up health packs. We planned to spawn the health packs over time, but the three in game right now are from testing, because he had not time :D It was also planned to have some sort of powerup after each wave and one of them could have been restore health, but yeha, the time ...
I'm glad you liked the game. Thank you for your feedback.
Absolutely loved the artwork and the feel of the game. I would agree with some others that the character movement feels a little fast. Really fun! Good Polish.
I'm glad you liked, specially the art xD Here's a comparison between the concept art and the final art for the main character, if you're interested in seeing it :) https://twitter.com/kilderdev/status/1158112776814039041
Thank you for playing our game ^_^
This is a neat game with a good idea. However, there are some problems with:
Thank you for the feedback. The character speed was set a little higher and enemies a little lower to make the game easy at the start. Try getting to higher waves (my record is 21). Then you are happy that the character moves so fast :D But yeah, for a post jam version, we will tweak those parameters a little.
Not all weapons can be powerful (OP). In every game you have weapons nobody wants to use, so just use them and hope the next is better :D If I increase the damage of the rocket launcher, it will be a one-shot. This would not be a good risk-reward system. Therefore, only the sword is a one-shot because you have to be close to the enemy (high risk).
But also those numbers are up for tweaking after the game jam ;)
You make a usual mistake of the beginner and forgot about weapon stereotypes, in majority of games rocket launchers are pretty strong weapons and you make it weak and unenjoyable. I want to see and feel EXPLOSION not this weak fart. If you want to make an interesting balance, make all enemies diffetrent HP, thus it helps you to make different damage to all weapons.
The rocket launcher is almost killing the enemies. I don't see a point in making it overpowered because you can shoot all the way across the game area with it. I think that would make the game too easy. A shoot from any other weapon (even pistol) is enough to finish of the enemy. Btw. I just checked the rocket launcher damage. It is between 80 and 100, so you can oneshot enemies with it ;)
And yes the enemies have different health. At least the purple one only has 80 (which makes him one-shot-able with the rocket launcher). The other enemies have 100 health (one-shot with some luck) :D
Let's stop the discussion here. I will take your points into consideration, but that's the best we could come up with in the 48h ;) We planned some additional mechanics and power ups, which didn't make it into the game.
I give you feedback for the future, I understand the problem of 48 hours.
Actually, you can balance game with:
PS. I didn't feel that enemies had different HP.
Point 2 is already implemented ;) Chances for pistol and shotgun increased, sword, rocket launcher and grenade lower ;)
A wonderful take on the theme! The gameplay feels nice and punchy, the music also drives the action forward
I do feel that an opportunity was missed to make the weapons more distinct, especially the laser! I feel that if it had a longer range and perhaps a little less damage, it would have been fun to line up an entire room of enemies.
On the other hand, the variety of enemies is refreshing!
Good job, the both of you~
Thank you very much.
I think the weapons are already quite distinct, because we have three types. Shoot (pistol, shotgun), slice (sword), explode (rocket, grenade) and fry (laser). All do different kind of damage and are different to use. So, I can't follow you here. Maybe you want to explain this a little more.
We also spend a lot of time teaking the weapons and their spawn rates, but yeah, the laser mybe turned out a little overpowered, but has a low spawn rate. For your lining up idea, we wanted ot implement some sort of BFG 9000 from the Doom series, but it didn't make it into the game, but that would have basically done what you want :D
This is the best action game I've played in this jam. It's one of the few games that I've actively wanted to give it another go, and another go, and another go. Really nice work on this one! The movement feels nice, the gameplay is simple to understand, the difficulty is at a good level and graphics and tone look great! Really great work on this one :D! Nice one!
Thank you for your feedback :D I'm really glad that you enjoyed it ^_^ If you liked the art style, you can check my initial concept art for the main character on my twitter :) https://twitter.com/kilderdev And feel free to play it whenever you want :D
Really nice game, the weapons feel good! I did not use the dash, but was aware there is one. The fact that I am already moving this fast did not make me need a dash, I think that is something that should be thought about, even if the dash has other uses.
You will need the dash if you get higher waves, and it makes the game more fun to play. But I agree with you that the character may be a little too fast. We designed the game a little on the easier side so that more people can enjoy it.
For the further development, we will for sure put more thoughts into the design.
Thank you very much for your feedback.
The Aesthetic and soundtrack really fit into the gameplay, the weapons feel good to use and kill the "monsters" with, even thou some of them feel a bit weak - but I think that is by design.
I felt like the game might need some indicator on the UI when you are holding a weapon, as there were couple times when I was running for a clutch lasergun and didn't pick it up - as I already had picked up a pistol by accident. But that is a minor thing, and it might be just me :D
Btw, I have to say the dash felt really intuitive and I actually used it before knowing that it was in the game (classic didn't read anything before jumping into the game) and comboing the dash with the sword felt great.
All in all, Good job!
Thank you very much for your detailed feedback.
With weak I guess you mean the green ones :D We toned the speed a lot down for all enemies because some testers complained it is too fast. But the green ones should just be in your way and the robot and violet enemies are the tough ones. Especially if there are more :D
You are not alone. There has to be for sure some indication on what weapon you are holding, but due to the time limitation and not knowing where to put it, we had to throw it out of the window for now. If we continue working, we will for sure find some suitable space for the weapon you are holding. Maybe at the top or bottom, combined with a bigger health bar to make it more clear how healthy your are :D
Yeah, a lot of people mentioned that they did not know there is a dash, because everybody is to lazy to read. Me included. A tutorial level would be really nice, but no time for that during the jam. But for my next game jam games I will go back with forcing the player to read the instructions before starting the game. No start buttons on the main menu anymore :D
I personally really liked the movement to the game. Has good replay value imo.
If you get a chance, please rate my game: https://itch.io/jam/gmtk-2019/rate/463297
The amount of weapons and enemies in this one really helps it stand out! I also really liked the inclusion of the lock on! Made the player really feel good at the game! Graphics were smooth and nice to look at too! Got to wave 7! Had a blast!
Would love if you could check mine out too! Or not, no pressure ;) https://itch.io/jam/gmtk-2019/rate/462672?after=20#post-876644
I'm glad you liked :D I will check your game later ^^ if you're curious about the concept art of the game, you can check my twitter ^^ https://twitter.com/kilderdev
Done, checked your game out, rated it and left a comment ;)
Beautiful, great difficulty progression, great weapon feelings, it's really cool!
Thank you :D I'm glad you enjoyed it :)
That's a very fun take on the theme and I love how it plays! The visuals also look great.
One thing I would add is some sound indications (and maybe icons) that show that you have picked up a weapon. I often found myself trying to pick up one when I already had something in my hands, because I didn't I see I picked it up while kiting the mobs.
Thank you very much.
Yes, there should be some UI element. I totally agree, but we couldn't add it due to the time limitation. But, there is a reload sound, when you pick up a weapon.
Awesome game, though not quite original! Loved the design, for example, when trying to aim, the enemy that your gun is aimed for gets highlighted.
Thank you very much. We know that it's not that original, but it's fun to play :D
Yeah, the aim assist was a really nice idea to add. Unfortunately, I did not have enough time to add it for the gamepad controls.
Sweet game! made it to wave 8. Really like the variety of weapons and how some of them need to be used in different ways. Loved the sword 1 shot as well. If you keep working on this, some crazy powerups would be awesome!
I'll shamelessly post my game if you care to take a look at it as well :P
Really liked the design/theme, mechanic is fun. A bit slow but that's just my computer, great game!
P.S. pls play my game that i did the art for https://itch.io/jam/gmtk-2019/rate/463810
Thank you very much.
The enemies might be a little slow, but that was done so that the player does not get overwhelmed too much. Check out my gameplay video on the game page, if you want to see how fast you can play the game ;)
I cleared 8 waves! Very polished game. The visuals, sounds and variety of weapons and enemies were fantastic.
Thank you for playing it :D And I'm glad you enjoyed playing ^_^ My personal best was 14 waves, but on the other comments you can see that there's someone who got to 21 o.o
Got to wave 9 babyyyy.
Another commenter mentioned tilt to live and I totally agree. I really love the one-shot per weapon mechanic. This game also reminds me a lot of "Super crate box" if you know that game.
Having weapons be so consumable makes each weapon feel so much more important. Picking up a clutch Sword or Laser rifle with a big stack of enemies onscreen feels soo incredibly satisfying. This game would benefit a little from some more "juice" if that makes sense (maybe some more camera-related fx like screenshake or freeze frame here and there). Sometimes it felt a little like I was slicing through tissue paper when I slashed through a bunch of enemies at once.
I really enjoyed this game! Great job!
Even more juice? You must really love juice :D There is a screenshake but I made it very subtle. Just a few minutes ago I was thinking about slowing time when you get hit, so that's an idea for the future.
If you want, you can check out my gameplay video. Level 21 babyyyy