Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

There Will Be ResistanceView game page

Submitted by Danielfib (@danielfibe), lams3 — 4 hours, 22 minutes before the deadline
Add to collection

Play game

There Will Be Resistance's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay / Fun Factor#34.0004.000
Music & Sound#73.8573.857
Overall#83.8003.800
Potential for Post-Production#103.9293.929
Art / Aesthetic#113.8573.857
Likelihood to make money#113.3573.357

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you submit to all previous sprint jams?

Yes

Was this made by a team or a solo jammer?

Team

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Really cool game! I loved how the buildings hid to increase visibility. The game felt really well put together and polished

Submitted

Absolutely loved the aesthetic! Gives me Tron vibes and looks insanely cool. The gameplay is very entertaining and exciting, and does transmit the chaos of a traditional bullet hell. I think there's potential to give a deeper history and make it even cooler. Great work!

Submitted

Very fun overall.  I enjoy the sounds and the gameplay.  I wish I had a chance to use the mechanics that slow down time but it never happened.  

Submitted

Neat game! The overall theme and game feel has been brought through very well with the writing, visuals and music. The dodge and fire experience felt really good. The building height reduction was helpful. Although I think this should also have happened in some cases when enemy is behind a building and the player is not, but the player has sight of the enemy. Might be good to have an option to skip the intro, atleast while replaying. Felt good to finish the first level. Good work overall!

Submitted

Nice work! The music and sound effects really elevated the experience for me, and I liked that bullet time occurred less often. I had a bug where I couldn't move after respawning (in the WebGL version), but I had fun playing the game!

Submitted

Wow, the addition of music and healing makes it an even greater experience! The exploding enemy also synergizes well with the shooter one and adds up to the complexity of movements. I saw no more than three "bullet time moments" this try, so I suppose you changed something there too for the better. Overall a great entry, good job with the polish. Congrats!

Submitted

This was a really fun play! I think it was smart making it so the buildings kind of shrink so they don't get in the way of the camera. I also really like the dodge mechanic, it just felt really good to do and it's well implemented with the timing. Something I would love to see is maybe hiding the mouse cursor and adding maybe a laser to show where you are pointing? It's nothing crucial but I think it would help line shots up better while still staying with the same neon theme of things. If you're able I would love to hear some feedback from you on our own game! Good luck with development if you stay with this project :)

Developer

Thank you for playing and taking the time to leave feedback!

we had some ideas to hide the mouse cursor, but I really liked yours. I'll be playing yours next!

>What was the most frustrating moment or aspect?
Finding the available paths forward can be tricky despite the allowances buildings make for the camera.

I will also say I encountered a few bugs. In the WebGL version, I encountered a bug where I lost movement control when I was shot. I switched to the Desktop version, and encountered a bug where I was frozen still after respawning from dying in level 2.


>What was your favorite moment or aspect?

I like the feedback that's be added for enemy deaths. It makes landing shots alot more satisfying.


>Was there anything you wanted to do, but couldn't?

I found the bullet dodge system clunky. It was nice every now and again as a surprise from enemies wandering into the area, but every time a mob just appeared it was like "oh, here we go again". I guess I'm saying it felt contrived, and it made me want more control over when the dodge is triggered so I could sometimes go without the forced sequence. I was fine when the bullet dodge felt more organic though, so this might just relate to the big mobs.


>If you could change, add, or remove any 1 thing, what would it be?

I would change the difficulty to either focus on shorter levels or reduce the difficulty of progression. It's frustrating to get halfway through a level only to encounter a big mob of enemies, as it will typically involve multiple flow interruptions due to the bullet dodge and the high possibility of dying.
Developer(+1)

Once again, thank you so much for your thorough feedback!

We'll act on the reported bugs and balancing! Also, we were trying to find a way to better fine-tune the quicktime event feature, thank you for reporting your pov about it!