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A jam submission

HyperShiftView game page

Stop Time, take the control of any ennemy and kill as much as you can !
Submitted by HPMNK — 2 hours, 52 minutes before the deadline
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HyperShift's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#5583.5163.516
Overall#6233.5483.548
Presentation#8643.6453.645
Originality#8673.6133.613

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The player can take the control of any ennemy, and the player is surrounded with dangers

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

very polished, beautiful and addictive, the time between shifts is probably too short. great game ! PS:I have an azerty keyboard 😉

Submitted

very polished game, loved playing it

Submitted(+1)

Super fun game! I enjoyed the merging of super-hot in a top-down shooter. It fits together very nicely. The slow motion feels just right with the speed and screen saturation. The sound design is on point as well.


Overall quality game! Good luck on your future game dev!

Submitted(+1)

Great concept, almost feels kind of (Spoilers??) SUPERHOT-y but in 2D which is really neat. The enemy spawns rekt me a few times spawning super close to me, but it just made it so I had to rethink my strategy of who I was possessing. Good work!

Developer(+1)

Thank you man : D (Please say SuperHot Moar, it's good for my SEO mouhahaha) 
Yeah the jam build is quite difficult, we decided not to focus too hard on the WaveSpawner, and spend more time in tweaking and player controls.  We would love to do a Post Jam version with real spawning , weapons , and difficulty curves : 3 

Submitted(+1)

This game is incredibly well polished, and looks and sounds great! I could There's tons of room to expand after the jam if you decide to, but this is an incredible slice of the core gameplay! The only real issue I had was that sometimes an enemy would spawn behind me and kill be before I had a chance to react. I wonder if there should be a radius around the player where enemies don't spawn, to prevent surprise deaths like this.

Developer

Thanks you for your amazing comment : 3 We had several feedbacks about how we should set the rules for ennemies spawns and you definitely right. We both want to do a post jam version of the game, and it will be the main aspect we focus on, to offer a good experience of the game : 3

Submitted

Really polished take on the switching enemies mechanic! I'm very impressed that you managed to make all the music and art during the jam! Keep up the good work!

Submitted(+1)

Good game, really like the idea ! I have a bit of a love hate relation with the time slow. On one hand it make the game more accessible, but trying to play at full speed was also fun (although really punishing). It felt to easy to just get surround by enemy and kill them by just swapping around. On the other hand, it make you feel like a badass, so yeah lol

Graphics were simple but good, music was well chosen (although, like people have suggested for my game, should not repeat when reloading the level) and sfx were well done and integrated.

Good Job !

Submitted

Solid all around - feel like the 'real-time' is a little too fast but that might just be me; ended up spending most of my time in slow-mo land :P

Congrats on the submission!

Developer

Thanks : ) Yeah you definitely right about the game "pushing you to play slowmo". With more time, we'd had loved to make the normal time rewarding. We'll think about that in the post jam build, because we definitely want the player to have reason to use normal time

Submitted(+1)

The idea is great and I think the ecexution is well done to. The concept is kinda close to the game I made, therefore I would suggest something we came up with: when shifting to another character maybe push back enemies that are too close or despawn bullets that are hitting the character as you shift into it. That would get rid of the problem of dying more or less without a chance to react. Other than that, I really liked the game.

Developer

Thanks man :) I'll take a look on your game this week end to see how you executed the concept : D You are truly right, and we think we'll do these improvements for the Post Jam build : D We would also love to put differents weapons and authored spawn waves : ) 

Submitted

a bit too hard for me but but the concept is appealing. Also, I regularly had enemies spawning on top of me... 

Developer(+1)

Thanks for your feedback : ) Yeah the jam build is really hard, and it needs some training to be able to do decent scores ^^ We decided to put most of our effort on the player gameplay,  at spawning mechanics expenses.  We'll update the game after GMTK with many improvements, and we'll take note of your observations : )

Submitted

This game has really good ideas and is well executed.

I was really frustrated at first because W and A didn't seem to work.  Only after I read the other comment saying to use the arrow keys did it really become satisfying.

I'm not too sure what was really "out of" control, but I liked this game a lot none the less.

Submitted (1 edit) (+2)

If Driver: San Francisco was a topdown shooter, this would be it. Morphing into your enemies combined with slow motion is surprisingly satisfying and makes for some almost Matrix-like moments. It would be cool if enemies were affected by each other's bullets as well, so you can kill your last recipient after switching by using the enemies fire.  Super fun game!

(+1)

Wow you found the second game reference :D

I don't really know what you mean by "enemies were affected by each other's bullets", you mean that it's the last body controlled by the player that has to be hit?
Thanks for your very nice comment :)
Well done for finding the second reference of our game.

Submitted

Yeah basically when you switch bodies you can dispose of the last body controlled by the player by using enemy fire. 

Submitted(+1)

Great and solid game, great presentation. Good job!

Thanks a lot man!

Really interesting concept, satisfying  as hell and oh i reach the best score 3130 haha :p very good game btw 

(+1)

Yeah! Right now the best score is your score (3130) :D

Welp, what can i say? Game is fun and music is just great!

(1 edit)

Thank you very much! I see you liked the game, I'm glad :)

Submitted(+1)

Great Job !

Submitted(+1)

Great Job !

Thank you very much :)

Submitted(+1)

very cool and funny game

i like the smooth way you get possession of enemies, very cool effects too

i enjoyed; 

Thank you very much, it's nice that you enjoyed our game :)

Submitted(+1)

I like the overall look of the game the palette is nice and the look is clean. One issue with the graphics was that the enemy projectile color was very similar to the enemy explosion color which made projectiles hard to spot sometimes.The mechanic was cool but I felt like the SUPERHOT-esque effect made it kind of annoying to dodge incoming projectiles at times. Maybe it was the player speed versus the projectile speed but I felt like it was hard to side-step projectiles a lot of the time. Overall I would suggest you tweak the game play a bit to make it a bit easier to dodge.

On a bug related note, they game was definitely not registering W and A for me, but the arrow keys worked.

(1 edit)

Thank you for your very constructive response. It's nice that you enjoyed our game :)

The difficulty of dodging bullets and not being in control when there are too many enemies was the goal of the game to be in the theme but after the jam we will change that :)