Okay that was really funny fun
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Scaleton's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #196 | 4.386 | 4.386 |
Overall | #201 | 4.090 | 4.090 |
Enjoyment | #338 | 3.883 | 3.883 |
Creativity | #495 | 4.000 | 4.000 |
Ranked from 427 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?
Throughout the game your gun keeps scaling up in size , affecting the way you traverse the caves. This game is about the ever-changing challenges that come with an increasingly big gun.
Development Time
(Optional) Please credit all assets you've used
All assets, ideas, and code, were created during the jam by us.
Full credits in the game's description.
Comments
The games as satisfying as its sound effects which are satisfying. Swell job.
Great game! Ran into some bugs though; with the guns not being able to destroy blocks right next to the player, and being completely unable to access one room I had previously visited (when walking in the room, the screen would fade but I would be teleported to the room entrance I was trying to walk through). Regardless of bugs, I had a great time!
O wow, thank you!!!
We're aware of the blocks sometimes not destroying next to the player, but we weren't aware of a room where you get teleported back out as you enter (we had something similar in testing but thought we fixed it) Do you by any chance remember where that was so that we can fix it after the jam?
Either way, thanks a lot for the feedback and for playing, we appreciate it!!
Edit: Oh I think we found it, a short bit after the first upgrade... can't believe we missed that haha.
Very fun, very satisfying!
Some guns have an issue shooting blocks right next to the player and the jump is occasionally clunky, but those are surprisingly minor issues considering the timeframe.
Really great level design ! As you go by the same places you can see that each block has a reason to be there, that's pretty neat. Art is also really nice, it really conveys the increasing absurdity of the size of the guns
I’m just gonna say it - giving a player a shooting mechanic that does absolutely nothing until you get a first upgrade, and that sticking that upgrade so far, is such a dumb idea. I only stuck with the game because there are so many people praising it in the comments, but it really soured my enjoyment.
Why not give the ability to shoot with a first upgrade? Or add basic boxes that you can destroy without upgrades. Right now for the first couple minutes the game communicates that shooting just doesn’t work, and it feels like a bug.
After that initial hurdle, the game becomes quite fun. I like that shooting upgrades also modify your movement, and I like some of the level design when you need to shoot from different positions to destroy on obstacle. But I think it’s a little too shallow, I don’t feel like you ever need to think about a puzzle, you just try another path if you don’t fit.
I feel like direction shooting could add some complexity, especially since you don’t use W and S in a control scheme. Or maybe the bigger the weapon the more recoil it has, and you can use it in your movement.
Overall, it’s a great entry, that would benefit from a little work on it’s beginning to not alienate players!
Neat idea, love the concept and the art, music and sfx are great. I do wish there was more puzzle though! I feel like you had one idea to have to destroy the platform from another ledge rather than the normal of being right next to it. Would love to see this expanded.
Also did find a bug that when you are on a ledge and walk near the edge you lose your jump. Maybe you arent considered grounded anymore? It happened most often with the 2nd or third upgrade.
Thank youu!!! For playing, for the kind words, and for the detailed feedback!
We agree about more puzzles using other types of mechanics/interactions rather than just shooting from a different place. Hopefully we'll be able to add more some time after the jam. :)
Also that is an incredibly accurate bug report haha, many people noticed sometimes jumps don't work but this is the first time someone narrows it down so much. :)
We've noticed too, we'll fix it after the jam hopefully~
This may be the game of the jam for me. Love the concept, love the art, love the music, love the core concept. The art direction and and polish you were able to pull off in 96 hours is amazing. Loved the animations as well! I agree with Zachary Richman. Only 15/15 I've given.
One of the few 15/15 stars I gave this jam. A fantastic idea that's very well executed. At the beginning, it took maybe a bit too long to figure out where to go. But once I got that first power-up, it was all smooth sailing. Very well done!
Fantastic idea and execution. Great level design, music was unreal, pixel art beautiful. Absolutely nailed it, nice work.
Could use a bit more polish and crunch, but the art, level design, and use of theme... Top notch!! Loved the hell out of this.
This was a blast. Fits the theme really well. At the start i was little confused what to do though, but after i got my first gem, it was obvious then. The movement, shooting, destruction and sounds also feel nice. Hehe, feel free to also check out our game if you like destruction :D
Pretty strong idea! I liked your take on this idea, it was fun and enjoyable :D Would have loved more content with this :D! Congratulation to the team for making this!
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