Tracking individual players is a bit hard but concept is neato!
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BANHAMMER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #553 | 3.952 | 4.385 |
Overall | #2279 | 3.166 | 3.513 |
Enjoyment | #2953 | 2.704 | 3.000 |
Presentation | #3161 | 2.843 | 3.154 |
Ranked from 13 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 top-down shooter, you're not a player. You're the game's anti-cheat, and have to ban the hackers.
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 used pre-existing audio
Comments
Out of all the games I've played, this is by far the most creative one!!! I used to always complain about why there were so many cheats in xxx game, why they didn't ban the cheaters. But now, after the role swap, I finally understand why! Oh my god! This is truly a rare gem!
Love the idea of playing as the anticheat for a server! The art is nice too :] It would be nice if the names of the players were bigger so I could remember who is who
Interesting take !
The first few rounds were a bit confusing and felt impossible to win, but eventually I started learning the move and fire rate, along with how to use the interface to find people.
The interface especially was the key, I tried using the minimap to teleport around, League of Legends style, but that wasn't working great it always teleported me in the top right corner and since the players aren't visible on the map anyway I didn't know where to teleport to.
But when I tried clicking on the player list at the bottom and that allowed me to more or less find players accurately (it is kinda weird while the player is dead) that already made it a lot easier.
I still had a lot of trouble trying to find all hackers though, between everything that's happening and the subtlety of some of the hacks it felt really hard to notice everything, even the more obvious ones like no-clip, while they are obvious while happening, you still have to catch it in action and that's also not easy.
Something that would've helped would've been directional audio, just being able to find people by hearing where they're shooting from would help getting a clearer picture of what's going on.
It would make it easier to identify higher fire-rate too, because right now you can only base that on the bullet sprites, since you hear even far away players shoot just as loud and unpanned as much as the ones you're looking at.
I think my best score was 3 hackers found and 0 innocent for like 1900 something points.
PS: and much like everyone else said, I completely agree I wished the camera was more zoomed out, as a lot of fights didn't fit in the viewport
Thank you for the great feedback, and sticking through with the game! We would have liked to gradually introduce the mechanics and show you what to look for. As it is right now, being overwhelmed at the start is understandable. It's a lesson for future jams to set aside more time for tutorials! (And to reduce scope... as always!)
You have a fair point that certain hacks are hard to notice. It should be possible to make detecting these hacks more reliable, by changing mechanics and through balancing.
I'm glad you found the player list useful and found a successful strategy! Directional and position-aware audio is a fantastic idea; I would like to implement that.
Finally, congratulations on the perfect run :)
Very clever take on the theme, but camera is either too zoomed in or too slow
Would've loved to zoom out and see more. Really excellent concept with great execution !
At first I didn't get it, really nice idea, really clever, Loved the animation of getting banned, nice job buddy
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