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A jam submission

Waku Waku ShootView game page

Submitted by TheMoonestOne — 10 hours, 8 minutes before the deadline

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Waku Waku Shoot's page


CriteriaRankScore*Raw Score

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your submission match the theme?
It's main mechanic is about doing two things at the same time. If the Player wants to shoot, it will also walk, and vice-versa. There will be always some parts in the level design that would need to make the "right choice" because of this, since they may not want to walk to a certain direction (because of a Hole), or don't want to kill an Innocent or something alike.
The act to recharge the ammo also have a secondary effect, that is to pass a turn without moving. Which often comes handy.
In the last two stages, the Player can control more than one character at the same time (they can control the Main Character and some Special Enemies), and with that, the obstacles of Hole and Wall were giving a new purpose. Since the Player needs to kill all enemies, they can make the Enemy jump to a Hole, or make the Main Character face a wall while walking, to align both characters, and the Main Character can shoot this Special Enemy.

Third-party resources
Only used Personal edition of Unity. Every art, code and design was made by me.

Every art, code and design was made by me, José Estevão Pinto de Oliveira. Also known as TheMoonestOne.
Unfortunately, had no team to work with.

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This is a really good idea for a puzzle game. I too think the best improvement you could make is to draw the paths out. Sometimes I would read the direction they were supposed to go, and it didn't feel like it translated out the way I thought it would. Either way, cool concept!


Thank you for the feedback!

I'll make some adjustments after the rating are over, so I'll try to solve that problem! =D


Really great idea for a puzzle game, and I love the art style! The main issue I have is it was a pain trying to remember all the different paths everyone was going on.  I'd suggest potentially changing it to a line drawn on the ground instead scrolling over the characters to find where they're going.  Maybe have a different color for each character in case the paths crossover each other, and for characters heading in just one direction, have an arrow pointing that way.  Besides that though, really neat!


Thanks for the advice =D
I tried to do that, but I didn't know how to put a "stop" tile for that, and that was the fastest solution I had for the Jam xD
Thanks again! =D