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A jam submission

Chain Destruction HarvestView game page

A game for the Godot Wild Jam #12
Submitted by Tiny Goose (@tinygooseuk) — 2 hours, 29 minutes before the deadline
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Chain Destruction Harvest's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#173.4323.600
Fun#212.9563.100
Controls#232.8603.000
Graphics#232.9563.100
Overall#233.0193.167
Audio#242.9563.100
Originality#292.9563.100

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.2

Source
No (sorry!)

Game description
A game where you shoot red cubey dudes and steal their "chips"!

Discord username
javawag#2638

Participation level
Yup!

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Comments

Submitted

I was starting to get into it near the end and then there was no more bad guys.. Lol, fun little game. A way to beat the acceleration is to just jump in the direction you want to go, seems to skip a good bit of the low speed.

HostSubmitted

The sound effects really make this feel quite retro. My biggest issue with it are the controls for movement. I agree with Griddolini in wondering why the player's acceleration is so slow. To make it more challenging, perhaps?

Nice 3D work, and I enjoy the harvest of enemies once they're dead. Haha. Good job!

Submitted(+1)

Pretty solid game.  It had a retro cyber aesthetic (I can't think of the word for it) in the visuals and audio that I enjoyed.  The shooting seemed a little off to me, both because bullets only appeared sometimes and it seemed like they hit on the upper-right corner of the cross hair instead of the center.   I agree with Griddolini about the movement seeming slow, but then I rocketed forward when I jumped, making me think there's too much friction.

The fact that you got a FPS working in this short time is impressive! 

Submitted(+1)

I liked the visuals, I liked the blippy sound effects, and the mouse look was very smooth and had a sensible sensitivity. First person jam games can often be scary because of janky mouselook!

I'm mainly just curious why the player's acceleration is so slow, you can't really react to enemies shooting - you need to make sure you're moving fast enough before you see them, and don't slow down/hit a wall until you kill them. Led to some frustrating deaths.

Otherwise it was pretty neat, good job tackling 3D, I'm a big fan of first person shooters !

Developer(+1)

Glad you liked it! And I'm glad I got the mouse look right - I personally prefer mouselook to be a bit more sensitive so I had to go against my gut on that one!

I'd agree with that actually - the idea was to make it so the player kept moving rather than carefully walking around corners so that it ended up a more arcadey and fun experience. However I do think that 1) the player accelerates a little too slow as you say and 2) that the player decelerates too slow too (so you slide a lot!)

Thanks for the feedback though, it's very helpful 😃!

Submitted

Of course! I was thinking as I was playing what it might be like if the player accelerated enough that they could bounce off of walls if they collided. Hard to tell if that would be fun or confusing without playtesting, but maybe something to try out if you wanted to keep the sliding momentum as a mechanic

Submitted (1 edit) (+1)

its a pretty good game, but the purple things are a pain to deal with ( maybe givving hp to the whole wall would have been better ) 

Developer

Hope y'all like it. It's 2am here in the UK and I've just put the finishing touches on the game. It's my first Godot game (I'm used to Unreal) so it's a bit ropey, and it's also my first game jam so I took the theme a bit literally too... but enjoy! 😁