Excellent visuals and audio design. All of it meshed very well with each other and felt like a retro sidescroller with appropriate level of difficulty. I wish there was more to the rolling/reloading mechanic. It seemed like the less shots you had, the more powerful they were so it felt balanced, but that also made me not care what I rolled. Maybe if each shot was more varied depending on what you rolled would have been cooler, but that's asking for a lot in an already awesome Game Jam game. Overall, great job!
Play game
Shoot the Works's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #408 | 3.656 | 3.656 |
Overall | #469 | 3.719 | 3.719 |
Presentation | #524 | 3.969 | 3.969 |
Creativity | #1016 | 3.531 | 3.531 |
Ranked from 32 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?
Each dodge roll is Also a die roll
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
Comments
The pixel graphics are on another level, it just looks clean.
The core mechanic of dodging and reloading combined into a single roll move is genius.
Such a cool and enjoyable game, congrats on finishing the jam.
Very polished aesthetically and featurewise! Agreed with others that Jackpot being bad is confusing. I liked the bat enemy best, since it chases you it seemed like one of the only enemies that force you to engage with the shooting aspect of gameplay. Very nice work overall!
There is a JACKPOT ennemy that appeared in a seemingly random time. He followed me in all levels and it's unkillable and it ruined the entire fun of the game.
A really fun game! I liked how you incorporated the dice mechanic into the ammo system, and it allows for some really cool gameplay! I especially enjoyed experimenting with the different damage numbers of the dice, though I don't think I've figured out exactly how the damage works, so maybe you could add a bit more explanation as to what die gives you how much damage. From what I've gathered, it seems the lower numbers are stronger but obviously they give less ammo, which is a really cool idea! But also, I've had the 1 one shot an enemy at one point and then not one shot a different enemy at another so maybe the damage numbers are random too. But overall, I had a lot of fun playing. Great job!
Always got troll'd by the fact how much I roll'd, because I never paid atention to it
What do you mean the falling coins are bad? And its written "jackpot" I imeditially ran to grab them lol
dude, this is very well made, the movement and pace is fluid, the mechanic is amazing, Ive seen a lot of games about dices weaponizing the player, but your method feels actually fun and not just random and frustrating. I would sugest you disallow dice rolls in a wall, because that allows me to span the roll until I get a six and only then I move forward, but still. Pretty awesome.
Congratulations for the solid submission!!
edit: I found out that on most early levels I can just run to the end, there should be a mechanic to avoid that
thanks for the feedback! the game is a little easy to run through with more time I would have changed that but I generally try to air on the side of easy when it comes to difficulty in jams, at least for early levels/sections in games.
the jackpot is triggered by rolling so spamming it makes that more likely to happen and the lower rolls create bigger higher damage projectiles, however I agree as well that rolling into walls to at least reload when you can is a strong plan.
Neat! ๐
Managed to beat em all, the last two levels actually started giving me some challenge. Pretty much because I was impatient and not playing carefully enough...
The roll to reload mechanic was awesome. It's always a good idea to have these kinds of multi purpose functions. It added this cool requirement to not reload all willy-nilly. Also would have been cool to be able to dodge while mid jump.
The actual dice mechanic of it on the other hand was quite pointless. Getting a random amount of bullets yet still doing the same damage with em was just confusing. And since there was no time pressure or anything, you could even just keep rerolling against a wall to get the desired number (ie. 4 seemed like the optimal one).
The bullet counter UI was also a bit too dominantly placed. I would have tucked it in to top right corner for example to not be that much in the way. And yet the bullets running out always caught me off guard really. Some kind of audio cue (click) on trying to shoot when empty would have been awesome addition.
Other than that small nitpick, everything looked great! Very nice pixel art and clean animations. Well the explosion effect maybe was quite stock and bland. Didn't really mesh with the otherwise pixelated art direction. The music was jammin' and the sound effects, though just simple bleeps and bloops, had enough variety to not get monotonous and did their job well enough.
The controls felt good too. The player speed was good and the jumping felt great which isn't always a given in jam games. The only thing maybe to complain about (and wasn't anything big) was the shooting accuracy estimation while shooting on angles and it clipping on the box you were standing next to or shooting down from.
Anyways, good job! ๐ It left me wanting for more content and I did play the whole thing through at least twice. ๐
Thank you! several people have mentioned the lack of an air dodge, so I think perhaps I should have made it possible but only reload on the ground or something like that, I didn't include it as I wanted to limit when you could reload.
the "jackpot" mechanic is triggered by rolling creating a small amount of risk to rerolling repeated but I think I made that I little too unclear and a little to irrelevant in a lot of places. Thanks again for the solid feedback.
Art and polish are all amazing and the controller feels great! My only thing I would add is a bit of coyote time and the ability to dash in mid air, but these are just preference. Game is beautiful, responsive, and fun to play
Making the roll also reload was pretty genius, I also really loved how playing the game felt in general. Only criticisms would be the music got a little repetitive after a while, and level 5 seemed a decent bit harder than 6 so the diff curve was a lil odd there. Awesome game!
Fantastic work with this game!
The art was on point, the main mechanic kept my attention and was fun (Thank you for not making low rolls useless - I was actually more excited to see 2s and 3s instead of 6s for once), and the music helps pull everything together into one coherent piece.
The player also felt good to control, which is vital for platformers, even in jams. Thanks for taking the time to polish that too!
I'm genuinely struggling to find anything significant to critique here -- This is one of my favorite submissions I've played thus far! :)
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