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A jam submission

RevolverView game page

Submitted by Cyber5 — 55 minutes, 8 seconds before the deadline
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Revolver's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#20882.8242.824
Overall#23032.9322.932
Creativity#23623.0003.000
Presentation#23942.9732.973

Ranked from 74 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?
Enemies have randomly generated dice that determine your next bullet

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

No

We used pre-existing art

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

No

We used pre-existing audio

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Comments

Viewing comments 39 to 20 of 39 · Next page · Last page
Submitted

holy cow! best game, there is potential, need more update on this game

Submitted

The good bits first: the gun feels POWERFUL! Like, that thing just feels GOOD to shoot. However, it's a little hard to see when enemies are shooting. And also, the random part feels a bit inconsequential from a stratigic standpoint, maybe if you where, say, forced to use all six bullets before reloading or something like that, it might require a little bit more strategy. On the other hand, the game is one hell of a power trip, with enemies exploding and getting zapped repeatedly, so I guess the lack of strategy might not be a bug, just a feature :)

Submitted

Wow, for a jam game, this feels really good. The feedback on the gun and the shot sounds are very impressive, and the "power" effects were also cool to watch. Good job !

Submitted

Ran well for me on web, I like the aesthetic of the game but I would say I was just spamming left click instead of carefully considering what bullet type to use when killing the enemies. Good work!

Submitted

I like all the bullet types and how they have uses and synergy but sadly that doesn't really come up in the actual game.  When you shoot an enemy their number randomizes which then randomizes your bullet, which makes trying to plan or make special use of the bullet types not possible and also makes the reload action unnecessary because you can just randomize your gun way faster and deal more damage by just shooting enemies since you have a crazy rate of fire.

In terms of FPS mechanics it feels really great tbh, which is very impressive for 48 hours.  It was enjoyable to play even with the crazy lag from the WebGL version.  Nicely Done! <3

Submitted

As others mentioned, the FPS was incredibly low on Webgl... It was a fun idea tho! Nice job

Game is very hard to play on the browser due to the huge FPS drops, i haven't tried the Windows version since i already got the idea. It's a cool concept but there's not much you do other than moving and firing. I get it when the theme is rolling dice ppl get random elements of gameplay but i think player should have some more control on things in a game

Submitted

Interesting concept and love the visual! My only gripe is the hard-to-see crosshair. I lost it after every explosion.

Submitted

It seems that we had pretty similar ideas, except your one is clearly a lot more polished than mine. I really liked the random bullets and the cool effects they would create, and the guns felt very nice to use. I did get stuck on the terrain quite a bit, and I did experience a few performance hits, but I think that's just cause I was playing on my browser.

Submitted

It's nice to see a 3D shooter in a jam. I didn't really care for any bullet special effects however. And I had a hard time seeing when the enemies attacked me. Still, it felt really different from the other games I played so far, good work.

Submitted

I needed a few moments to understand the concept and could't remember all bullet effects. Nice idea tho!

Submitted

I wish the bullet types had an icon or something because i couldn’t remember any of them druign the game. The idea itself is interesting but I agree with the others that I didn’t really feel a difference if I just soot randomly. Nice work though!

Submitted

The presentation was pretty good but it didn't feel like the music fit. The art and everything else seemed to match nicely though. As for the gameplay... it felt like your dice mechanics did not really have an affect on the combat all. From my experience it seemed like I was just getting random boosts to my attack and other than that this is a fairly standard shooter. Good job overall though, the aiming and shooting felt clean.

Submitted

Nice arena shooter. Only the sight is hard to see.
Submitted(+1)

Cool to see an FPS in the jam! I never really noticed the bullets making a difference to the game in any way, I was just shooting stuff but I had a good time. :)

Submitted

Definitely an interesting concept. I dont really agree with the mouse sensitivity being to high but I can see how it would be for some people. While the randomizing bullets and the interaction with the enemies when they hit is a really cool idea, I found I could just ignore what was happening and just blast everyone. Overall though it felt great and looked really cool with the low poly style.

Submitted (1 edit) (+1)

Randomizing bullet types is a nice concept, and I had fun! It might be cool to make the differences in bullet types more situational. One way: if certain enemies were weak/immune to certain kinds of damage, then the player could figure out a good order to take them out to chain weaknesses together, or reroll to try to get an advantage.

Submitted

Very creative idea! The gameplay is smooth. Memorizing the bullets is a little hard but okay.

Submitted

Very fun and creative game! I had to get behind the functions of the dice at first and the mouse sensitivity was way too high (as others have already pointed out), but it was a fun experience either way. Good job!

Viewing comments 39 to 20 of 39 · Next page · Last page