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Criteria | Rank | Score* | Raw Score |
Audio | #9 | 3.407 | 3.407 |
Gameplay | #20 | 3.333 | 3.333 |
Art style | #29 | 3.519 | 3.519 |
Overall | #34 | 3.067 | 3.067 |
Creativity | #45 | 2.815 | 2.815 |
Matched the theme | #69 | 2.259 | 2.259 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
That post processing tho xD
A very nice game. Love the CRT effect, and also how much visual feedback you've put into it.
Controls feel right and it is very rewarding to shoot your gun.
Interact with the options by shooting at them? Also a great idea.
On the improvement side, fighting enemies is a matter of luck sometimes.
Nice game. Loved the art style. And also the liked how you the player starts the game by shooting
i like how u make player start the game by shooting ,also the level designing ,only problem is controls which is really hard to control while moving character while aiming with mouse
TL;DR (because I gush quite a bit here haha, sorry for flooding your page)
- Gameplay is really polished and well thought out, aside from a few issues here and there
- The game has a lot of nice visual feedback and effects that add to the experience
- The music is AMAZING! No track felt out of place or boring to listen to for me.
- The genre fits the theme of the jam, but it could have been explored more (my game is an offender of this as well)
- Overall, I really enjoyed playing it!
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This was such a nice game to play! It reminds me so much of Spelunky, and not just for the obvious reasons like "its a platformer rogue-like".
The control the player has over their character is really fluid! I even had fun just running around the title screen (which was also well done). Movement is important in these types of games, so I'm glad there was a lot of thought put behind it.
The gunplay also felt real nice. The particle effects upon explosion, the gun recoil, and the colliding of bullets all made combat feel engaging! Along with the movement, fighting felt tense, fast, and high octane. Its really well done! The difficulty of the game also felt well paced! It wasn't frustratingly hard, but I had a few close calls here and there throughout my playthrough.
The enemy types also had some variation to them, some are aggressive and some retreat when you get to near to them. Its really nice and kinda adds a lot of personality to these characters! Also I was surprised when I found out that they can injure each other, and I think thats a really nice touch! It allows for interesting interactions to happen due to the games "systems" trying to interact and coexist with one another, which adds a lot of depth to the game!
Some of the cool movement tech in the game, like rocket jumping and decreasing descent from bullet recoil, was due to these systems interacting with each other, making the game play that much more layered and organic. The game doesn't even tell you this information, so discovering rocket jumps and using it in my playthrough felt like I was attaining a sort of mastery of the game, and that is one of the greatest things you can probably hope to achieve as a game developer. Nice job on that!
So what does this do with Spelunky? Well Spelunky also shares these types of aspects as well. Fluid movement, nice enemy behaviors, and even the level generation seems familiar to Spelunky (you can probably tell that its one my favorite games XD). Does that mean its just another Spelunky? Absolutely not! The game's 360 gunplay adds a whole other dynamic that separates it from Spelunky. What is familiar to me is all of the things that made Spelunky so special to me in the first place, so I just gotta say you did great!
I do have to address some things though. Like a lot of the people who played the game, there were a lot of occasions where I got damaged because of landing onto enemies I could not see, so a peek option would have been great there. Also there was one instance where an enemy spawned right next to me and hurt me before I could even react, so maybe you could try making sure that each enemy is "x" distance away from the player during level generation. Also, some of the shop items were a bit confusing. I bought the max health upgrade instead of the potion while low health because I thought it was just a bigger health potion which was unfortunate.
Since this comment is getting too long, just some quick notes on the rest of the aspects. I think the combination of the art assets and the visual effects made the whole look of the game work, so nice job. For music, I enjoyed all the tracks found in the game immensely! All the songs were a nice backdrop to the gameplay. The game matches with the theme, with it being a rogue like plus the progression system, but the theme could have been explored more, but it still fits quite nicely. Creatively, not much new was done, but given all the small extra details and system interactions that were thought out in order to make the game feel good, it balances out.
Sorry for this long tangent (I truly hope you find something meaningful in this incoherent mess). I really enjoyed the game, and hope you had fun participating in this jam! Great work!
*_* Thank you very much for this detailled comment, everything you said will be useful to me.
Anyway, if you're looking for someone to work with for future game jams, or if you need someone to test your future games, don't hesitate to contact me, it will be with great pleasure =D
I love the aesthetic, and that music is great. It really set the mood. Every jump is a leap of faith, you can't see where you need to jump or what's down there waiting for you. A peek mechanic could fix this. The pcg levels didn't have any variation or intrigue. It looks as if they're based solely on perlin noise. I bought a heart from the shop but didn't notice my health increase, which makes me think it might've been an extra life thing? If so then that's a bit confusing, I was on my last bit of health and needed it pretty badly, was a bit disappointing.
Great job on the game!
Hi, thanks for your feedback :) It's true that there's a problem with jumps, you can't see where you land and you get shot too quickly. I'd have to work on that.
Relative to the items in the shop, there are 4 in total :
love the art and gameplay mechanics! Music is great too ! Overall great submission...had fun playing it
The art and the camera are AMAZING, I loved the effects and the art design and everything about that. The level design however, was kinda weird and the amount of jumps where I had no idea of where would I end was crazy, making it a bit unfair since you can fall on top of a bunch of enemies. The controls were fine, a bit fast-paced for me but thats ok. Good game.
The curved screen effect works great with this. Found it fun to try and kill for as many coins as possible for the shop items. Good game!
Love the particle effects music. The controls feel amazing, although the gun does not work really well.
But overall it's fun, well done!
Nice work. Good feel on character movement. Maybe slower enemy projectile to give me chance for dodge.
Visuals are great. i liked the warped screen view.
I played the game for about 15 minutes until i could manage to get 100 coins to buy that purple item. I really enjoyed the gameplay except the gun rotation would start flickering on certain angles.
Also It could be helpful to know that each item in the shop do.
And finally the music was really cool.
It was a nice game and I enjoyed the experience but it didn't match the theme as much.
Overall it was fun to play. nice job.
And also check out my game if you liked.
Hello, thanks for your comment :) You're right, items aren't explicit enough, my drawing skills are pretty terrible ahah
For the theme, I think I should have changed the atmosphere of the game each time the player dies, to really indicate that each death is a new start (new levels, enemies, etc.). Unfortunately, I didn't have time to do that.
And yes, I'm definitely gonna go see what you've developed!
Phenomenal visuals! love the vibe.
Gameplay gets a bit repetitive after a few minutes, the maps seem a big random rather than well though out, but it was fun rocket jumping around and blowing enemies to bits!
Music is great! Interesting the whole way through while not taking attention away from the gameplay.
Although it is a great game, it feels like it doesn't really match the theme as much as it could.
Hi =D Thanks for your feedback. Levels are created using procedural generation.
In relation to the theme, each time the player dies, he goes through new levels, so that each game is not the same. Unfortunately, I didn't have enough time to create more variety of enemies, items, atmospheres...