Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Vacuum 'N' ShootView game page

Suck up ammo and shoot it at your enemies
Submitted by Matthew Schreiner — 14 minutes, 31 seconds before the deadline
Add to collection

Play game

Vacuum 'N' Shoot's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#29692.4342.667
Originality#33822.5562.800
Overall#35292.3532.578
Presentation#41042.0692.267

Ranked from 15 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?
You play as 2 players on one Controller, Blue player vacuums ammo, red player shoots it.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

This was a great take on the theme. I like the concept a lot. I had fun playing it and believe I beat the boss (I shot him off the stage and the camera was tracked to him, but then I got the reset screen, so I'm not sure if I actually killed him, or the game registered me as dying), but I think I would have had an absolute blast if you had a little more time to work out some of the kinks and playtest some more. 

Jumping seemed off. I could make it up platforms, but I felt like I was cheesing it and I wasn't actually solving the puzzle using the block or jumping correctly. Some small game juice would go a long way. Having the enemies explode or at least make a sound when they die would be nice. I wish I could have the two characters move a little further apart, or a lot further actually. And I enjoyed going around to suck up the ammo, but I don't know if it actually affected my ammo count. It seemed like I could shoot endlessly, and it doesn't look like I was able to take damage. I tried letting the enemies hit me, but nothing seemed to happen. Add some UI, that'd be great.

I'm sorry if that seems like  a lot of criticism, it's only because I really liked my short time with the game and would love to play more with some of those things implemented. But for 48 hours, this was in my top 5 plays of the jam! Great work.

Developer(+1)

Not at all! Feedback is more than welcome, you pointed out a lotta stuff that I wanted to add myself and brought attention to some new perspective that I'll take into consideration! Thanks for playing, glad you enjoyed it! :D

Submitted(+1)

too bad I don't have a controler.. Do you think you could make it to work with a keyboard too after the jam?

Developer

Unfortunately, I'm not too sure how I'd set it up to be played without a control stick. Maybe I could do online co-op then players can decide if they want to be blue or red.

Submitted(+1)

Great fun, I'd love if you checked out my game too :D

Submitted(+1)

Good fun, although I wasn't sure what Orange did at first - it'd be good to have a "tutorial" room with only a single cube that you can't exit until it's collected and fired. 

Submitted(+1)

Great game !!!

Interesting mechanic with a lot of potential for expansion and iteration.

I really enjoyed and reached what I asume is the final boss room. I was impress by the amount of work and imagination this game has.

Just a side note and this was probably due to the time limitations but it would have been quite interesting and more challenging if the enemies could damage you.

Also the jumping was a bit tought since the platforms are not very forgiving.

Othe than that great game, KUDOS.

I hope you have some time to play mine and give some honest feedback.

https://itch.io/jam/gmtk-2021/rate/1082241

Submitted(+1)

Good game. I might be a bit biased because I don't like the controller, however I don't like that the players always face forwards if you let go of the sticks. I would much rather the players look in the direction that they were in last. The mechanic itself is really good though. I like how you have to control a support and an offensive character at the same time, and combat is really fun. I could totally see me buying a game like this if it were a bigger and more fluid game. Well done!!!

Developer

Thanks for the feedback! I tried solving the character snapping, but due to time constraints I had to move on to other stuff. If I look into fleshing this out, I'll definitely look into solving that. Thank you :)

Submitted(+1)

Probably not much use now but I had a similar problem and my solution might work for you too - I checked the rigidbody's velocity and only updated the character rotation if the velocity was over a certain threshold (0.1f or similar, I think)

Developer

That could be a quick solution! I'll give tat a try and let you know how it goes!

Submitted(+1)

Pretty neat! Lots of fun physics-y things going on and good choice of music.

Developer(+1)

Thanks for playing! :)