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A jam submission

Crystal WickView game page

Frantic Top Down 3D Person Shooter. One shot per weapon.
Submitted by Ignacio Garcia — 1 hour, 17 minutes before the deadline
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Crystal Wick's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#2904.3164.316
Overall#5493.7663.766
Design#5853.5443.544
Originality#9803.4393.439

Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 21 to 2 of 41 · Next page · Previous page · First page · Last page
Submitted

Very fun game! The controls are doable but not the best though I understand that you were trying to fit the theme so one mouse,no keyboard. After a while, I got a hang of it.  The game is pretty simple but addicting. overall good game :)

Submitted

Solid game! I love the slo-mo and the John Wick/Super Hot vibe. I see some comments saying the controls are not that great, but I disagree. I like that i have to balance between standing in one place to shoot accurately and not dying ^^. I also think it makes it stand out from similar games (like hotline miami-esque games, twin-stick shooters etc). Oh, and holding the roll button is super crazy, haha! Great job!

Submitted

haha great concept, gets pretty hard if you miss even a single enemy! wish you could give movement through arrow keys and aim and shoot through mouse!

Submitted

It's a neat game and pretty good idea, however, the main controls are very clunky considering the difficulty of the game and they make the game too hard. I don't think that classic WASD would have spoiled the gameplay, as one HP forces to move constantly and without precision it hard to play the game longer.

Submitted

Fun game but held back a bit by having all the controls bound to the mouse.  Game feels really smooth otherwise

Pretty solid game. I can see players jumping from weapon to weapon after each kill and almost comboing the enemies. A nice addition would be to add auto pick up for smoother combat.

Submitted (1 edit) (+1)

Overall great game only problem was the camera felt very hard to follow. one of my favorites so far.

Submitted(+1)

This is a lot of fun! The weapons all have some really good feel to them, the slowdown effect is well-utilized, and it's fairly easy to read at all times.

I did find the controls a bit awkward, being all mapped to the mouse, especially with the roll being on the middle mouse button; I feel like it would have found a much more comfortable home on the space bar or something similar, but I can respect if it was the dev intention to keep all the controls in one place. 

Developer

The game was built around on the concept of using "Only one control" which was the mouse, that aside its also "Only one shot per weapon" and"Only one life" but seems like a common criticism so i might change it in the future when i expand the game with levels.

Submitted (1 edit) (+1)

That camera work is worthy of some form of cinematic award, its so friggin good. Matches the mood perfectly. I had expected the katana to be reusable, and the enemies couldn't be hit from point blank, but other than that, awesome game!

Submitted(+1)

It's very tough. Part of it has to do with the controls I feel. You want to keep it far away so you can move and aim, but you also need to keep it close so you can pick up items, and having to switch between those is a little awkward. Also, middle click is a very hard button to press while having two fingers on the mouse. There were also a couple times where the bullet would just go through the enemy (or at least look like it did). Other then those gripes, it was quite smooth, and I liked all the little touches like the slow down effects which really helped create the sense that you were a badass action hero! Nice job!

Submitted(+1)

Nice game! It felt weird at first controlling the character with the mouse and shooting, but i liked the limitation.

Submitted(+1)

Great Game! It is Very similar to mine!

https://itch.io/jam/gmtk-2019/rate/463935

(+1)

I like the idea of taking a gun from your enemy very much, the coloring and lighting are good but a bit much, i like it overall so keep it this way

Submitted (2 edits) (+1)

I really like the idea of being able to get your enemy's weapons when you kill them. The music is also very good and fits the game. I took a little time getting used to the controllers, but I had fun nonetheless. Good job!

Submitted(+1)

Hey, I sent you this review on discord. Posting it again here for others to see.

I played your game for a very long time. It's very fun. You made one of my favorite games this entire jam so you're getting a massive essay about it. Just know I'm doing it out of love for your game, because I sincerely enjoyed it.

First, this is ABSOLUTELY one of my favorite games that I've played this entire jam. It's the type of game I'd love to play on my own time, actually. I love shooters and I thought this game was very very fun. However, it's shortcomings make it hard to want to play it for extended sessions. 

First, the art. The art isn't bad. But, the colors are very...strong for lack of a better word. and the art makes it very trippy and hard to focus on what's happening on screen at times. That includes the main menu and actual game itself. I'm also not a fan of the blue font color on the red background for the main menu. It isn't horrible, it's just a little generic looking in my opinion. Overall, my opinion on the art is, it's okay, but I'd like it to look a lot less trippy than it is. 

Regarding sound design, I have nothing but good things to say all across the board. The music is good, sound fx are good, great job. Only critique I have is, the music restarts between scenes. Which is a native unity thing, so I don't blame you. it's not a horrible thing, just a quality of life thing. But, I think there's assets or tutorials out there that might help with that. if you want to see what I mean, swap rapidly between the instructions screen and main menu. I just happened to notice this by accident

Now, onto the gameplay. To put what I'm going to say into context, this is how I see your game: "A bullet hell-esque shoot em' up where your goal is to stay alive as long as you can, while making the player feel empowered with the gun play". Keep that quote in mind, as it's the context for everything I'm about to say.

  • It took me awhile to remember and understand the controls (I'm the type to just jump into the game without reading any instructions or shit like that). So, I had to die and go back to the instructions a few times before I got it. Integrating a tutorial into the game itself is always a huge bonus. I know its a jam and hard to do in such a short time, but it's always better then static text explaining what to do. This is just a minor criticism.
  • The gun play is fun. But, with every gun being the same color, it was hard to sometimes tell what guns fired multiple shots, what guns had a spread, what guns fired only once, etc. The sword is clear as day though, you can't miss that giant ass sword xD I recognize you probably made the guns the same color as a stylistic choice, but with the player only getting to fire them once before they go away forever, it was hard to know just what type of firing the gun was going to do sometimes.
  • Something that sort of goes with the last one, the camera angle. The camera angle isn't bad. But. It sorta hard to tell what guns were what. Also, a couple enemies RKO'd me from the bottom of the screen sometimes. they could just kinda do that, especially if they had a sword. I cant say for certain, but the type of game where enemies can come from any side of the screen, my opinion is you need to give the player the same amount of viewing area on all sides unless the lack thereof is an explicit design choice, which I don't feel was the case here. Overall, this wasn't a HUGE problem, it only bothered me a few times. but I feel it's one that could be easily overlooked that can cause other issues in future projects of yours as well.
  • It's REALLY hard to stay alive. I mostly got a score of 0-20. I REALLY want to play this game a whole lot because it feels extremely fun. But, the controls make it hard. Here's my reason. You have to aim where to shoot with your mouse, then left click to shoot. However, you also move your character with your right click where you're aiming. I personally found it WAY too hard to shoot while moving because my and the enemies' movement speed was "pretty fast" miles per hour. So, I stopped every time I wanted to shoot. If I did that then an enemy shot at me, I was dead 90% of the time. That enemy is in front of me, where I'm aiming, so I cannot dodge to the side without doing a QUICK AND HARD flick of the mouse to the side to dodge, which my desk doesn't have room for. Using the context of it feeling like a bullet-hell, this is a big no-no for me, since it made it nearly impossible to comfortably shoot and dodge at the same time. or dodge at all, really. I would've much perferred moving with WASD instead, that feels like the easy fix to this problem, to me at least. this is my biggest issue with the game, is the controls.
  • Now, I have a good thing for you. The way time slows down when you get a kill like in Super Hot? That's REALLY satisfying. It also helps with the bullet hell aspect of making it easier to dodge bullets. The first time I had that happen, an enemy shot at me and I felt like such a badass, similar to NEO from The Matrix barrel-rolling my way out of the way of bullets while time was slow so I could get a new weapon to kill more stuff and do that again. Honestly, if the controls were a little better, this feature alone would make this entire game have an extremely satisfying core gameplay loop that would make long runs really really fun in my opinion. 
  • This isn't a critism more of a suggestion. I think giving BRIEF invincibility frames while dodging would be nice. When dealing with sword enemies, you can't really dodge away from them once they're at a certain range because of how you move your character, which made it really hard to not just die from them unless you kept them at a range. I just think the invincibility frames would help that feeling I mentioned of feeling like a badass dodging shit. If you did, you might need to put the dodge on a cooldown since you can currently do it infinitely? idk, just a suggestion I had.

Overall, like I said, this was one of my favorite games of this jam. It's very fun and it'd be even more fun if the controls were straightened out, as that's my biggest complaint. But overall, this is currently near the top of my recommendations list. I hope you enjoyed this essay and I hope it helps with this as well as future projects of yours. thank you for coming to my TED Talk.

Developer(+1)

Again, thank you for such a detailed review and now other people will be able to read it which is great because i totally agree with what you have said.

Submitted(+1)

One of my favorite in this entire jam. Great job!

Submitted(+1)

Very Nice classical shooting game with fantasy environment. I guess you have great passion on art and visual Effect. I am looking forward to your other games as well! (•̀ᴗ•́) و ̑̑

Submitted(+1)

Best I did was kill 7, but the game feel when bullets are firing is pretty good. I like that its a shooter that is only mouse.

Submitted(+1)

This takes a bit to get into, but once you do, it's amazing. The control scheme is left click to shoot, right click to move, and while that does seem bad at first, it creates a specific kind of experience about dodging bullets then perfectly lining up your shots. It's a game that has depth to it, and I really respect that. Nicely done!

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