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A jam submission

BladeJumperView game page

Glitch and Teleport: Survive the System
Submitted by dmarcr1997 — 14 days, 1 hour before the deadline
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BladeJumper's itch.io page

Bootcamp Track

Adventurer

Devs seeking to make more fun and polished games

Reference Game
https://thomasjammes.itch.io/bacons-revenge

Bootcamp Discord username
Damon

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Comments

Aw man, this is so cool but my laptop can't keep up haha. From what I played, I thought it was really well designed and I had a lot of fun. The mechanics and gameplay are spot on and so well implemented, love the sound effects. I'd ditch the AI female for a more robotic-sounding voice, like an old skool computer voice from an 80s sci fi movie or something. The one at the moment sounds a bit too much like a cheap sat nav or something haha ;D  
I dunno, this is just well impressive for the time we had, and makes me feel not so bad that I struggled to finish on time, as there are so many talented people like yourself in this group, all I can do is watch and learn so thanks ;) Seriously, it is such amazing work for such a short time!

Submitted

I enjoyed the game! The visuals are great and I loved the fact that I could hear the enemies coming.

I found a glitchy corner of the map where I half fell through the wall and could jump in and out of that to avoid damage. Also, when I was in the wall, the enemies would stop chasing me. One downside to it was that the timer didn't stop, so the enemies would just keep piling up if I spent too much time in the wall. :P

I look forward to seeing what this becomes in the future! Seems like an interesting start to a story.

Submitted (1 edit) (+1)

Gave this a few playthroughs and it's definitely a game that's easy to pick up and stick with as it's pretty fun and feels juicy already. Keep on ironing out the rough edges and I think you'll have something here.

Because of how the game is and its gameplay, I'm wondering if it should be a bit faster, like Doom 2016. There's something about the concept in that when you made the switch from 2D to 3D, you lost something in translation but gained something else. One issue I find is that the VFX can block your view for too long - like when you launch the blade into an enemy and they die and all the effects come together from the blade and the death animation. If it was snappier, it would feel better.

In any case, I love what you've got going on here and can't wait to see where else you take it!

Developer(+1)

Thanks for the feedback! I was actually looking at the newer Doom for inspiration but I wanted to try to keep things sword/knifebased combat. I definitely need to work on the VFX responsiveness. From what you are saying do you think it would be better to still see the VFX and it be easier to see through or should I just make it not last as long? Like one quick death explosion ect.

Submitted (1 edit)

Hmm, I think it's worth experimenting with both perhaps and see what feels best, or see what folks respond to if you recorded both styles maybe. I would explore something snappier, but that's a personal preference.

Host(+1)

Hey, it evolved quite well since the last time I played! I had mentioned before, but really loved the aesthetics - including the intro audio and the general vibe. The smoke trail really helped too! Huge congrats on finishing it, and I look forward to see what you'll come up with next! <3

Developer (1 edit)

Thanks! I got some really awesome feedback that helped me direct this in a way I would not have thought of before haha. I can't wait to show/build my next iteration in the upcoming bootcamp.

Submitted(+1)

Congratulations on publishing your game. I think you've got an interesting concept here with some promising gameplay. I like the grainy visuals which give this a retro futuristic vibe, really neat. 

I enjoyed the blade jump ability. I think this could be made more juicy with some sound effects, and maybe some death noises from the bots so there's some feedback I hit them. After a while I figured out I could stay in the air and launch the blade indefinitely to murder everything. Whilst satisfying, it is a bit of a cheese. I aways seemed to land a bit higher than where the blade was. 

I noticed that there were some objects I could interact with but they did not seem to do anything. I like the verticality of the levels, but where the enemies are ground based and stop running towards you when you are in the air I found that it was a bit easy to avoid being hit unless a large number of them were bunched up as the blade did not seem to hit more than 1 or 2 enemies in this situation. 

I think you've got a good idea here with lots of potential. Great job!

Developer(+1)

Thanks for the feedback! The teleport mechanic needs some balancing and more juiciness haha. I am considering adding a main sword weapon and making the knife teleport more limited to several throws or using a cooldown. I am not sure yet, but I am glad you had fun. My VFX needs some balancing on where you hear sounds. I have quite a bit of sound but they seem to be too quite in some instances(i.e. bot death, the interaction clues, and blade jump teleport sounds). 
I loved your feedback and will consider it as I build on this project. Thanks!

Submitted(+1)

Fun but a bit awkward for me. I liked the voice in the start giving a goal and reason to go on.  I liked launching myself high and raining down death upon the hordes of enemies, The teleport to the knife mechanic was a bit confusing from the ground. There didn't seem to be a teleport to the knife mechanic while in the air which made it funner to stay airborn.

Developer

Thanks for the feedback. I tried to teleport to the smoke that comes off the blade instead of the knife but after hearing a lot of feedback in this area. I think I am going to try teleporting directly to the blade's location.