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A jam submission

(In)sanityView game page

(GMTK Game Jam 2020) A twisting top down shooter, but mechanics change every ten seconds
Submitted by Daniel Graves (@nulled_wine), ThePatientHusky — 1 hour, 17 minutes before the deadline
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(In)sanity's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#2373.7843.784
Overall#4783.6493.649
Presentation#10043.5683.568
Originality#19363.1353.135

Ranked from 37 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?
Every ten seconds a random game modifier will occur, and eventually get out of control. Monsters, if not killed quick enough spawn quickly and can also get out of control

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

Viewing comments 20 to 1 of 26 · Previous page · First page
Submitted(+1)

Despite having serviceable art, I would say the take on the theme, while not being super original, is well executed. You have created a complete tutorial, which is rare (even I only have written instruction) and the game itself feel good. The lighting give a good sense of dread, the music is well done and fit the game. I didn't run into any bug, so well coded too.

Good job !

Submitted (1 edit) (+1)

I liked how the game plays nice. Screen shake effect, sounds, movement speed make it feel dynamic and fun to play. Seems like similar concepts were implemented in other games, but this one is pretty solid. Also, the effects are kinda funny (e.g. thicc boi) and homing bullets is nice thing to have considering you had only 48 hours to do all that.

I noticed an issue though: the character moves faster diagonally. I think you might find the tutorials on this one (just normalize the velocity vector and multiply it by movement speed). Also, the spacing between letters is a bit irregular, makes it hard to read stuff.

All in all, good job!

Developer

Yeah, I kinda have a bad habit of just leaving the player movement as simple as possible, I'll look in on that. The font I used "Arcade classic" had some irregular spacing but I didn't have enough time to change the font before I noticed that on the build.

Thanks for your feedback!

Submitted(+1)

Lovely game. The art style reminded me of Flash games that I used to play on the internet. I really loved the different enemies and the modifiers. Nice job!

Submitted(+1)

Though the concept has been seen, youve executed it with some very nice juice and feel to the game. However I think the modifiers maybe didnt have enough impact on the game? In the end, no matter the modifier, you still had to play the same way: move away from enemies and shoot in their general direction. Would like to see modifiers that completely challenge that premise. Loved the music and the art was pretty cute. Maybe more enemy types could be interesting, and by that I mean enemies that arent variants of the blob.

Developer

Thanks for the feedback! The way I wrote the modifiers in the scripts were very inefficient, and there wasn't much time to figure out how to create a much more efficient system to handle the modifiers, and they didn't really had the impact I had imagined in the first place. Also had some enemy (And boss) designs I was going to implement but I ran into some build problems during tests and it was too close to the deadline. Glad to see someone pointed that out though, I'll be working on that in the future!

Submitted(+1)

I think there was a lot of creative choices for the different effects on the character. Static bullets were very cool I don't think I'd seen that one before, and the shadows around the player created a unique effect where you felt like you were hunting around an arena cautiously. Once the enemies started to ramp up it was a lot of fun! I think the homing bullets had some issues where they would miss enemies that were close.  As a heads up, there was a tutorial tip that said "make sure to eliminate every monster in every room." And I initially misinterpreted that to mean you needed to clear rooms to progress to the next level, when it was more a general tip to keep the enemy count low so you don't get overwhelmed. I played very differently because of that, and I got confused about how many monsters I needed to kill to progress until finally realizing I was just trying to survive. Great job on this, I had a lot of fun!

Submitted(+1)

Very nice game. The controls felt responsive and the random mechanics were fun and gave it an out of control feeling. The no-motion bullets were really fun and unique, slo-mo bullets were also fun. Inverse aiming left me confused though, it seemed like I was just shooting myself until the ability cycled out.

Nice game overall!!

Submitted(+1)

One thing I found that might be a bit annoying is that if you are big, a monster might be touching you, but you cannot shoot it. I think it makes sense, but if you get backed into a corner it means you're done for! i would have liked if we could click and hold the mouse button for shooting. My finger got tired pretty easy.

Submitted(+1)

Not a lot of bad things to say about this one, just needs some extra polish (which I get in a game jam its hard to do). The rocks are a little hard to see on the ground, and the modifier text and background behind it might be better if it was a little bit transparent as it takes up a lot of the screen. The little details can start to add up, but overall really fun game and neat concept. Great work!

Submitted(+1)

I'd also really appreciate feedback for my game (Only if you want to) https://itch.io/jam/gmtk-2020/rate/695512

Submitted(+1)

Really nice, I love the dark mood from the menu, I love the random effect dynamic (I like that it doesn't seem to punitive too). I just wish the dark mood had remained throughout the game!

Submitted(+1)

I really liked the idea of the game, it is very interesting and very fun, you can spend a lot of time experimenting with different randomnesses, there is room for art to improve, I believe it would make a great game to keep working!

(+1)

Awesome experience, concept, and audio. The game really gets out of control, fitting the theme perfectly. 

Cool game,  I wish I could hang on a little longer.

Thanks!

Submitted(+1)

like how the gameplay keep changing for long time , inverting speed up boy early and later Fat explosive lazy bullet time XD , maybe the enemy was too slow but it s fine , i liked the ghost enemy and the character aiming , movement , keep going !-Ivory-

Submitted(+1)

fun little game :)
289 ;)

Submitted(+1)

love the constant shifts to keep you on your toes

and the audio is great

nice job!

Submitted(+1)

A beautifully presented game here! I love the audio and art in this, the aesthetic is beautiful! I love the gameplay, it was very smooth and the game progressed very well! Great Job!

Submitted(+1)

Really smooth gameplay, I enjoyed it a lot! I couldn't really figure out the inverse aim, but otherwise it was great fun!

(+1)

The mood swings were a great touch! Interesting game

Submitted(+1)

I like the game it was pretty fun and the graphics were clean.

Submitted(+1)

This game has all of the makings of a finalist, but I don't know if it was the combination of the controls I rolled or if it was just a bug, but most of the explosive shots seem to hit my player collision and inverted shot didnt work at all.  Maybe the inverted is by design.  Its a great idea and I everything is headed int he right direction.  I liked everything about it, but I couldnt rate it higher because I couldnt really play it.  

I would love to see this get fixed up and released though!

Developer

Yeah, I had it in my schedule to fix the inverted bullets but I had some problems exporting the game (Build tests) and fixing that ate up a lot of my time.

Glad you still enjoyed it though!

Submitted(+1)

Yeah, I've been there.  We started doing builds every couple of hours during jams just to make sure we dont get behind the curve on shaders compiling and things like that.  But that also gives us early warning if there is a build error as well.  Weve had some games be nothing but red because of some weird engine constraint we didnt know about.

Submitted(+1)

This was a ton of fun! Congrats on creating a solid game!

Viewing comments 20 to 1 of 26 · Previous page · First page