Cool concept for a game!
The mechanics of movement are really engaging :)
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3199 | 2.630 | 2.630 |
Creativity | #3693 | 2.815 | 2.815 |
Overall | #3837 | 2.605 | 2.605 |
Presentation | #4383 | 2.370 | 2.370 |
Ranked from 27 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?
It's a top down shooter where the bullets and gunner switch roles.
Did your team create the vast majority of the art during the 48 hours?
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?
We created the vast majority of the music during the game jam
Cool concept for a game!
The mechanics of movement are really engaging :)
It might just be the controls that people were having a hard time with, or I made the recoil upgrade a bit too powerful. Either way, I made an "improved" version of the game now with the option to change the direction of the bullet, since I wanted to see if it felt better to control with the bullet pointed towards the mouse.
It's really hard to tell if I messed up the movement mechanics or just the controls.
Very fun idea, especially once I realized that I had to watch out and make sure the gunners didn't get hurt rather than treating the bullet as the only "player character" of mine which mattered. I do second what's already been said about finding a fix for when the best way to point in the direction you want is to have your mouse outside of the game window, though.
I'm probably going to make a post-jam version of the game with the suggestions I'm getting in mind, like window locking. I didn't realize that it was an issue during development since the editor version works fine with the mouse outside the window, so I know now to keep it in mind. I also considered having the bullet pointed towards the mouse, but I ultimately decided against that since at the time it seemed it would be better if the projectiles were shot towards the mouse like in most top down shooters. I should have made it an option, I just didn't have the time or foresight to do so. Still, it's great to hear you found it fun, thank you for the feedback!
The idea is very original and interesting. I think if you would polish the movement to be more smotoh and dynamic your game would gain a lot. Good entry, well done;)
I initially tried making the bullet a physics body rather than a character body since it would have been easier to simulate air resistance. Ultimately I didn't have the time, patience, or understanding to do this, but would it have been better if I did? The only other way I can think of changing the movement is to change how the recoil 'upgrade' works, but I doubt that would make it feel better to play. Glad you thought it was interesting, thank you!
Interesting game, it says bullets and gunner switch roles, but I only see a bullet, no gunners :P Congratz on finishing and submitting!
That would definitely solve the problem. Another commenter recommended I try window locking the mouse, so I'll probably experiment with that first since I wouldn't want the box to be too small. I'm surprised you had good things to say about the style, I haphazardly tossed this together in a way that would make a real artist cry if they saw me mid development, so it's nice to know the final product was at least on the right track. Thanks.
Neat idea, I would recommend locking the mouse to the window next time. But I had fun
The humor is fun! A little bit hard on the controls, but very interesting idea! Please check out mine as well!
The game was really hard at the beginning but then i learn how to control the bullet
Very nice! Had a lot of fun playing and I really like the idea behind it
It is a bit hard for me to control but the idea is interesting! Your bullet is just like an astronaut who is floating in the space and only has a propeller to move lol
The controls can feel weird but hitting a lot of enemies feels very satisfying.
The objective of the game was very unclear, and after 48 hours of play-time (past the steam refund policy play time), I still did not understand what the purple charge bar was. Could have used an in-game explanation for the controls. Also the sprite that the player character launches looks like a man dead lifting.
I'm not sure if I can edit the page without being disqualified, so I'll put it here. The purple bar represents how much longer you can stop the autofire for. Once it's full, autofiring resumes regardless of your inputs. Its effect isn't super noticeable early on, but after your fire rate increases a bit it can be a massive lifesaver. Also, there is no real 'goal' beyond surviving and getting a high score. This should have been in the game's page, sorry about the confusion.
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