Saw this a few times on the twitter hashtag! Really impressed by how good the shooting/movement feels. Also having to stomp on the enemies after shrinking them reminded me of the glory kills in the newer DOOM games. Very good job!
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Scalar Shifts's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #378 | 4.077 | 4.231 |
| Enjoyment | #385 | 3.854 | 4.000 |
| Overall | #596 | 3.830 | 3.974 |
| Style | #1701 | 3.558 | 3.692 |
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?
This is a FPS game where you wield a gun that controls the scale of objects and enemies in the world.
Development Time
Comments
That was really cool! Very polished for the limited time and the gunplay - especially the controller itself - felt good to play. Something worth pointing out is that - for a gamejam game made over a weekend - the balancing you've managed to achieve is impressive. Didn't feel overly challenged and at the same time not too under-stimulated. Great work to everyone involved!
One thing I noticed was playing the browser version doesn't lock your mouse so I couldn't look fully back in either direction without tabbing out, moving my mouse and then tabbing back. I'm sure if I played on a desktop build that wouldn't be an issue though so I'm not counting it as an issue or anything. Same with the browser version having a "quick to desktop" button on the menu. Both are very small nitpicks in a game that otherwise have few to none. Great work overall!!
I was wondering if anyone else would make an FPS game where you shoot to change an object's scale. Really solid mechanics and level design.
Two ideas for improvement:
1. I was surprised that there was health regen. Once I realized that, I played a lot more passively. Getting big health drops from stomping the robots instead should promote more aggressive gameplay, which I personally find more fun.
2. To build off the 1st point, shrinking the robots felt way to risky compared to making them explode. Ammo drops should split depending on how you kill them. Big ammo only drops if you stomp a small robot and small ammo should only drop if you kill them by making them big. That way you have to alternate between the firing modes more frequently.
Overall, I liked the game a lot and if you want to see someone else's take on a similar concept, feel free to check my game out.







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