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Inaccurate combat: Doc's Disappearance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #8 | 4.000 | 4.000 |
Completeness | #11 | 3.800 | 3.800 |
Intention | #14 | 4.200 | 4.200 |
Overall | #14 | 3.980 | 3.980 |
Implementation | #16 | 3.700 | 3.700 |
Linux compatibility | #33 | 4.200 | 4.200 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
While playing I've imagined the main character as a DEBT COLLECTOR, getting his sweet money back ^^
I've enjoyed playing this game, and it has great soundtrack.
I found the firsts level a bit hard as the enemies deal a lot of damage, then the weapons becomes so powerful that the enemies are a no longer a problem.
Only the movements are a bit "buggy", I have the impression that the main character use a capsule shape for it's collisions which make it very "slippery" around edges, also the character can stick to wall (that's a common things when using straight up a physics model and applying forces based on inputs).
Well done!
I really like this game! It's fun and there's a lot in it! Upgrades, exploding barrels, different enemies and, for a jam, a lot of levels. It's challenging without being unfair. And I guess if the combat were made accurate or changed to be funnier somehow, I could see this becoming a project!
The only down side is the music volume doesn't match the sound effects and different tracks are much louder than others. Maybe tweak individual track volumes to even that out.
If you can, please play and rate my game and let me know what you think! Thanks!
This was really good!
I feel like constructing and effectively balancing this sort of game within a short timeframe is a significant challenge, and for the most part, this pulls it off.
I felt uncertain of how some enemies were intended to be approached, and found myself very fragile to some of the faster enemies, resulting in my preferring to pick everybody off from a distance. Don't think that's necessarily bad gameplay, but I don't feel like the level design or weapon design is really leading toward that.
The upgrade system is cool, and even though I managed to defeat the boss after level 3 (after many attempts :D ), I don't feel like I saw them all.
Your Linux binary did not have executable permissions, and your jam page didn't include instructions on setting them via chmod. If it's helpful at all, I made a tool that allows Windows users to manage Unix style executable permissions.
Hey man, I love it. Looks and sound great!
Man those quotes in your file paths got me struggling my man. I had to rename ur program but it wont run on linux for me. It shows a bunch of "memorysetup" statements then terminates with exit code 1.
Don't forget to tick the little penguin icon on your Linux build!
Thanks I totally forgot !