Great game, I liked a lot the concept!
Play action platformer
SWITCH!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1332 | 3.088 | 3.088 |
Presentation | #1434 | 3.312 | 3.312 |
Overall | #1586 | 3.098 | 3.098 |
Originality | #2595 | 2.879 | 2.879 |
Ranked from 215 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?
In this game, you have no control over switching your weapons!
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
Really enjoyable game with a fun concept! Time between switching weapons felt a bit long, but overall a fun experience! Good job
Thanks for playing the game! I have mentioned this, but I'm gonna mention it again. One hour before the jam's end, the statistics of the weapons got corrupted/deleted because I was using a deprecated system (ScriptableObjects if familiar with Unity). I had to re-implement them and had to ship the game without lots of play-testing, which is why some weapons have a large cooldown. I hope you take this into consideration.
I really wish there was some music and screenshake to go with it, but the idea is interesting and could be developed further.
The overall gameplay could use some tuning to make it feel more fun, but it works great and was enjoyable, nice job!
Kinda slow but still an interesting concept for being out of control. I like how it feels and looks, and with a little bit more polish I see this as being a really excellent game!
I'd also really appreciate feedback on my game (If you want) https://itch.io/jam/gmtk-2020/rate/695512
Simple action platformer with a neat take on the theme. I've seen a lot of games that change your weapon randomly in this jam. Your game actually does encourage strategy with different weapon resistances for each enemy.
I also liked dodging the enemy patterns. There aren't many enemies but they do work well together. Slow-mo is also a cool mechanic.
However, the cooldown on each weapon really does slow the pace of the game down. You said that the higher cooldown was due to unity bugs. I understand. that However, I don't think there is any need for the cooldowns. You can simply have a limited ammo clips for each weapon and give the player a new weapon every time he runs out of ammo.
Another thing that bothered me is that you can only shoot each weapon once. This really made it feel like the player was weak. The ammo clips would solve this as well.
There also seems to be some problems with collision. Some bullets didn't damage the enemy. And grenades don't explode on impact. But given the lack of time this jam, I understand if you didn't have time to fix them.
Sound is lacking but I've also been lazy wrt sound in my past jams.
The pixel art is really nice. Nothing to complain here.
Overall, I think this is something that could be really fun in the post jam version.
I really like this concept and had a lot of fun with it! Nice take on the theme of the Jam. :)
Would love to see this fleshed out and expanded on as it would be a really entertaining game, there's great potential for some real panicky and chaotic gameplay!
Great work!
This is another game that as an interesting concept (the random weapon change), but with flawed execution. The selection of enemies is pretty good at keeping the player on their toes, and the variety of weapons on offer is certainly nice, but each new weapon takes way too long to become usable, which really bogs the pace down. That really is the biggest problem this game has. If the weapons changed faster (and the enemies were made a bit faster too), this game would be really exciting to play.
Thanks for playing the game! I have mentioned this, but I'm gonna mention it again. One hour before the jam's end, the statistics of the weapons got corrupted/deleted because I was using a deprecated system (ScriptableObjects if familiar with Unity). I had to re-implement them and had to ship the game without lots of play-testing, which is why some weapons have a large cooldown. I hope you take this into consideration.
Overall a nice experience. It would be nice if the grenade was a bit smaller and didn't collide with enemies. It was a bit hard to throw it down ledges and get it to land anywhere useful. I like the way you had to remember which weapons work on which enemies though overall I think the gameplay was a little easy (not a bad thing for a jam game). I only played till wave 4, not sure if anything changes after that?
Nice work! I liked the switching mechanic, it kinda reminded me of Doom Eternal where you have to juggle which weapons you use on which enemies. I feel like the reason why you have to use each weapon for specific enemies could be a bit more natural though. That way, instead of reading in the rules why you can't use specific weapons on specific enemies, it just makes sense because of the properties of the weapon and the enemies. For ex, if an enemy was really small and fast you would want to use a weapon with a large area of impact so you don't have to be as accurate. Cool ideas and nice job!
Cool mechanic and fun game overall. I know the reason for the pacing being slow so i'm not gonna mention it. I also found the sans :3
I have mentioned this, but I'm gonna mention it again. One hour before the jam's end, the statistics of the weapons got corrupted/deleted because I was using a deprecated system (ScriptableObjects if familiar with Unity). I had to re-implement them and had to ship the game without lots of play-testing! I hope you take this into consideration. Thanks <3
Cool pixel art but as you know it yourself, game's pace is too slow.
It's fun and has potential. Well done.
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