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Ghosts & Guns's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #1577 | 2.390 | 2.857 |
Adherence to the Theme | #1707 | 2.630 | 3.143 |
Overall | #1718 | 2.470 | 2.952 |
Originality | #1801 | 2.390 | 2.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I feel like this would have fit last year's theme better, being a run-and-gun without the running.
I think it fits both themes pretty well. I get what you mean though, if someone played it without knowing the theme, I don't think they would guess Only One. I do think it fits the theme pretty well.
I thought the shotgun was going to be better for killing enemies as a tradeoff for more ammo consumption, but it turned out to be too random for that. Physics-wise, if you slid at full speed for longer and then came to more of an abrupt stop, it'd be easier to judge how far a single pistol shot takes you.
I am not super happy with how the shotgun ended up, I meant to spent more timing perfecting the spread amount so that is was more consistent and you didn't occasionally fail a level because of the spread. I might have to mess around that idea for the physics, I just used the out of the box Unity physics, but I think it could be better if I did something like that. Thanks for your criticism!
The idea is there, even if it's lacking in polish. Love to see unique movement that's not WASD. Perhaps aiming shots the mouse would have been more appropriate, so you're not limited to 2 axes?
I thought about doing mouse aiming, but I decided not for two main reasons:
1) It is harder to implement than 4 directional aiming.
2) 4 direction aiming is more accurate and more repeatable. For a game about finding the most efficient route, being able to ensure that you always get the same results is important so do you don't have the problem of aiming slightly differently than last time and mess up the whole level.