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A jam submission

DisplazerView game page

Godot Wild Jam 20
Submitted by PixelMetalWolf — 4 hours, 8 minutes before the deadline
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Displazer's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#133.9333.933
Fun#143.6003.600
Audio#243.2003.200
Overall#303.1003.100
Controls#342.8672.867
Theme#402.4672.467
Originality#472.5332.533

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.1 stable

Source
No

Game Description
Space, Aliens, Lasers, Artefacts, stuff like this... also teleportation :p

Discord Username
N/A

Participation Level
First time for Godot Wild Jam, but second time attending a gamejam

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Comments

Submitted(+1)

great work, artwork superb. nicely mapped out and the pickups were all in the spots i needed em.

Developer

Thanks for playing ! Glad you enjoyed the game, i tried to have enough pickups so that players wouldn't feel constantly searching for health, even though i still didn't think i reached a proper balance, but that could also be attribited to the very flawed level design, i made the most i could within the jam time, so cool to hear you like the levels in spite of that :)

Submitted(+1)

This is a pretty solid game :) My biggest complaint is probably the jumping. I would have liked to be able to do shorter jumps by not pressing as long on the jump button. Also, I kinda wish I could adjust my jump angle/trajectory in mid-jump. I had a tough time jumping around.

However, I *was* able to manage to beat the game!  I think my favorite gun was the (A)utomatic since I could take out enemies better with the random scatter. It was also more fun to have a faster fire rate. 

I wonder if the (L)aser gun could be a bit more powerful since the fire rate is so slow. Also, I never managed to find the (B)ounce gun in-game, but it was fun to try out at the end (does it really fire that fast in the game?).  I was happy that the ricochets also damaged enemies.

Overall, really nice job. Graphics were solid and the sounds fit (though I might prefer some variety on the enemy sounds). 

Developer(+1)

Thanks for the in depth feedback, really helpful and i apreciate it ! 

Yeah i definitively gotta learn how to make variable jumpheight and see how i could improve air control.

Really cool that you managed to beat the game dude :) Like i said i tried to have weapon variety where each have a purpose, though balance in that regard is still off and i already tinkered a bit to see what i could change according to the feedback i have, it's just not in the jam build yet cause it's not bugfixing XD 

So in that regard the Laser can be more powerful, i just put a bit too slow of a firerate for the jam cause i didn't wanted it to be game breakingly powerful but couldn't test out that long to find the perfect rate.

The Bounce gun powerup IS in the regular game, but it's hidden ;) and yeah for the same time constraint reason it really does fire that fast, but i would have definitively capped it, the only sort of balance it has is that if you're not careful you can hurt yourself with the ricochet as do the enemies.

Finally for the sound variety, would also definitively have had more same time constraint reason.

Anyway, super happy to see you enjoyed the game despite its flaws and that you've played it to the end  and thanks again for taking the time to share your thoughts, cheers  :)

Submitted(+1)

I don't use to play mega man-like games a lot so I am awfully bad at it but even if I died really quickly the game felt fair, not too hard or easy. I feel like a way to dodge a bit more easily would have been nice, and a way to go back in the level too but that is personal I think.

I really liked the background and the audio. The controls are a bit rigid but it's really good for a jam. The camera always focus behind you and it feels a bit strange too. Good work anyway! :)

Developer(+1)

Thanks for playing ! It's ok there's no reason to feel bad, cause honestly the enemies have basically instant reaction time since i couldn't find a way to delay them a bit during the jam's time frame, and on playtesting i had a hard time completing the final level since i couldn't find a way to balance it properly either, but i tried my best to have the game neither too hard or too easy, so that's cool that you thought difficulty was fair despite all the flaws :)

One thing to clarify cause that seems like another mistake on my part sorry, there is a way to go back to the level, the "restart" button i should have named retry instead (english not my native language so these errors could still happen :p) and this button doesn't restart the game but lets you restart on the level you were in, so in short, if you dont go back to the main menu you have unlimited continues to try the level you were in.

Glad you like the game anyway, i'll see how i can smoothen the controls a bit and improve the camera, thanks again for taking some time trying my game ^^

Submitted(+1)

I know you had some issues with your keyboard bindings, but it works great with a controller. I liked the music and sfx, and the graphics (especially the background) were really good. Exploring the map was fun and the full auto gun was super satisfying to shoot. I think there could have been a bit more contrast on your player sprite vs the background and a minimap would have been nice too.

Developer(+1)

Thanks, nice to see you liked the game ^^ !

Also glad you like the music, especially considering i couldn't really make it all that great since i didn't really know what melodic line and such i could add to have it less repetitive, funny thing with the sfx, all were generated with sfxr (the build in version in LMMS) with random generation and i got lucky to get some cool ones for some different shots. 

As for the full auto gun XD i tried to make every weapon feel as best i can.

Agreed for the player's contrast, i thought of maybe an outline but i'll have to test if thats any good, as for the minimap that is still something i have to learn how to do.

Thanks again for taking some time to try my game out, cheers :)

Submitted(+1)

A fun old style fun all around game. The graphics are good and fit the atmosphere well, and you have a good variety of weapons and enemies. It is pretty much a well functioning game overall for the effort that must have been put in. So the world, the variety, and the fun factor is definitely there, plus the parallax scrolling. A small nitpick is that it would be nice to have a pause menu, and a bit more complete game menu.

Developer

Thanks for taking the time to try the game out and sharing your thoughts :) Well i tried to make as much variation as i could especially with the wepons and i'm glad to see people's response to that ^^ also glad you had fun !

Yep a pause and a more fully featured menu would be in order, but i made the menu screen and such at the very end so i made it bare minimum XD

Submitted(+1)

Nice game, great sprites and fun gameplay. I liked all the different weapons, my weapon of choice is the spraying one, because it autofires and I can use it to snipe enemies from outside their range. Speaking of enemies, AI can be pretty nasty to deal with, they are very quick at shooting back and the only answer is jumping over bullets. Maybe adding a crouching action could be nice, so that one can duck from bullets or snipe enemies from advantaged positions.

Great entry, congrats and well done!

Developer

Thanks for trying out my game, glad you liked it ^^ I experimented with different shot types i tried out, and everytime it worked and i liked the result i kept it to have as much variety as i could,  the spray weapon is not the only one that auto fires however, i just put some different rates, and some weapons are tapfire and no cap, so that every shot could have its properties pros and cons.

Yeah can't argue the AI is not that great, but it my first time trying some actual AI for ennemies, the thing is i wanted them to have reaction times so that it would be more fair but couldn't manage to pull it off so here they just have  a basic "i see you i shoot" thing going on, and i maybe went a bit overboard with their range since they can sometimes shoot you from pretty far, the only balancing thing i did with that is that, all projectiles in the game can harm the enemies, so you can exploit some friendly fire, and also trick the bounce shot ennemies into shooting themselves, not ideal but that's that XD

Crouching sounds like an excellent feature idea to improve combat, just gotta learn how i can change the hitboxe's size on the fly cause i haven't learned that yet :/

Anyway thanks again for your kind words :)

Submitted(+1)

Lots of cool guns to shoot that all felt really different.  The whole package was pretty fun to play (tab to shoot wasn't even that bad).

Developer

Thanks dude ! Tried my best to have shot variety and not just a linear damage progression, and i'm happy to see people seem to like that so far, as well as the game in general despite its many flaws XD, cool that the tab key thing didn't bother you so much as well, still sorry about that it's totally a noob mistake, i'll know better in the future :p

Submitted(+1)

Cool game! 

The graphics are good, specially the backgrounds, they remind me of megaman x games on the ps1. The music is also great (is it original?), although it did get a really repetitive after I got lost exploring, so more tracks would be a nice addition. I really liked the variety in weapons and enemies. 

The only thing I felt lacking were the controls. I mean, even without the weird control scheme, they don't feel very responsive. It feels like there is a small delay before pressing a button and the corresponding action actually happening.

Developer(+1)

Thanks dude, cool to see you liked it, well i wouldn't say i'm on the level of the Ps1 Megaman X's backgrounds, but the comparaison is flattering XD thank you, that sait i did a similar technique to render some of my assets, and i do like the x and zero series so kinda makes sense in a way :p

The music is indeed original, however i used LMMS which i'm less familiar with than what i previously used to compose music, so it's a quick little tune i put together with mostly default preset instruments, and i didn't have time to make more tracks so sorry about the repetition :( but i wanted to have at least one instead of just sound effects.

The enemies and weapons i wanted to add as much as i can, also as a way to experiment how i could do different shot patterns, i tried to have a quirk for each weapon so it's not just a linear weapon damage increase.

About the controls, it could be a few things :

- Either it's the whole character's movement that you feel wasn't right, that could be because i didn't properly balance the movement smoothing ?

- Or it's the shot timing that felt off on certain weapons, if it's that there's a simple reason, the way i balanced this is that some weapons have a capped firerate, some don't, some can have a button hold, and some are tap fire only, for exemple the Pocket Blaster, is tap fire only, but capped, so there is a rhytm to it but a slow one on purpose, to encourage the player to seek a weapon instead of going through the whole level with the base shot.

Sorry for the loong reply, please feel free to tell me which case you encounter with the control issue so that i can improve things.

Thanks for taking the time to play my game and share your thoughts dude, cheers :)

Submitted(+1)

LMMS is awesome, I make all my music on it.  I do understand not having time to do more music, and it's impressive that you managed to make quality assets for all aspects of the game on the short time frame.

About the controls, I find it challenging to point specifically what exactly makes a platformer feel good or bad. At my first comment I had the impression that there was a input delay for the jumping, but after playing it again, I'm not sure anymore.  Maybe it's just the lack of classic platformer responsiveness features, like coyote time and jump buffering.

Developer

Yeah LMMS is super awesome, i even did the game's SE with the included sfxr vst.

Could be it, cause i don't really know how to make jump buffering yet, so its always a max height jump no matter how long you press the button, and coyote jump i had some tries from pre jam experiments but i didn't manage to make it right so i went simple jump instead.

But hey now i know what i should work on to improve game feel for future stuff XD

Submitted(+1)

With the exception of the controls, the game is a big hit. I loved the parallax, the "Metroid-like" atmosphere, the enemies and the secrets all over the levels. Congratulations, mate!

Developer

Yeah the controls are a big screw up of mine, i playtested only with a controller and so that's what happened :P 

Thank you  i'm glad you enjoyed the game, i worked hard to make the graphics their own thing while still having a touch of that Metroid vibe here, so i'm really happy to see it resonates with people :)  

I had more planned for secrets but i ran out of time to make some actual easter egg items and think of an interesting reward for finding them, so i scattered some more powerups like some of the most OP weapons and stuff instead.

Thanks for playing my game dude, cheers ^^

(+1)

Aside from the controls being weird due to the testing, this has the makings of a great game. I would have liked to see the sprite be able to aim in any direction using either a thumb stick pointer, or the mouse as the direction. (Can just separate the arm/gun from the character and set the pivot point so it doesn't look too weird.) Overall, I enjoyed this game and the graphics were great. 

Developer(+1)

Thanks, happy to see you like it even with the control mapping error :)

I couldn't really figure out how to make a good aim system where the shots follow the angle you aim, so for time's sake i settled on a "mega man" approach with only horizontal shots instead.

Thanks for trying my game out ^^

Submitted(+1)

How can I use the pocket blaster?

Developer

You shoot with the Tab key, sorry about this awkward key, i realized just now with comments that i made the build without remapping the keyboard controls ^^' 

If you have a controller, the controls are a bit less awkward, you jump with A and shoot with X (Xbox button layout)

Oh well that's what i get for playtesting mainly with a controller :/  I'll edit the page and tell the proper controls and all

Sorry again , huge noob mistake on my part, hope this doesn't affect the experience too much