This game is incredible!! Really interesting take on the theme and great gameplay overall!!
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PsychoCop's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #4 | 3.714 | 3.714 |
Polish | #14 | 3.464 | 3.464 |
Overall | #17 | 3.229 | 3.229 |
Graphics | #23 | 3.464 | 3.464 |
Innovation | #37 | 2.893 | 2.893 |
Theme | #71 | 2.607 | 2.607 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game relate to the theme?
The game has a "rage bar" mechanic which requires players to keep killing enemies, and if they don't - they die. They must keep the "killing flow" to survive.
Specify any and all pre-made assets in your submission.
N/A
How many team members does your team have in total?4
By submitting, you agree to all the rules listed.
What category are you in?
Comments
One of the best game of this jam, and to think that this is in the novice category is insane! The thumbnail/menu art is of course very appealing and eye-catching, the flashlight-like revealing of the map works great, and the game just feels very satisfying to play. I also like the sound design, this adds a lot to the game feel. Plus, having a clear, playable tutorial is a huge bonus for this game.
My only real problem with the game is that it is just a bit too unforgiving. Right out of the gate, enemies start blasting at you with quite high precision. This means that you have to constantly be on the move; that paired with the low accuracy of your guns makes open spaces with multiple enemies very hard to get through. Getting hit is almost inevitable in such spaces - and this wouldn't per se have been a problem if there had been health pick-ups, something I greatly missed in this game. It made it so that the only real way to progress in the game for me was to simply remember all the enemy positions, something I think shouldn't ever really be necessary.
Also, a tiny detail: the rage meter is a great idea, but in reality it drains so slowly that it basically doesn't exist in the game. I think it would have been nice for this meter to have been more prevalent somehow.
But difficulty aside, this really is a great submission, so great job!
Really cool, the art and design it's nice and the sounds were good too!
This was pretty fun! I liked the connection to the theme and the fact that we've basically thought about the same thing ("energy bar"). Not a big fan of the key bindings but other than that this looks really well for a weekend jam.
That was fun! I like the choice made to vary the accuracy of shots fired, even when aiming. That was a nice touch. The fact that you had time to make a tutorial is impressive, though walking around shooting people that were just standing there doing nothing was a little disturbing lol. Good work team!
A very unique take on the theme, although a somewhat weak connection. The gameplay was fluid and it felt good to play. I would reconsider the keybinds though, as having to press F or H (especially H) in the middle of combat means you have to stop moving, considering you have one hand on the mouse and have to use the other for movement and those functions. Maybe binding them to Q, E, or Space would have been better alternatives. The UI, especially on the main menu, was lacking polish. The graphics in the game were just decent but I love the drawing for the cover art/main menu. All in all, a job well done!
Love the art style of the game, really well done for only a few-day-long game jam! It was an interesting take on the theme and was implemented creatively. Not usually my cup of tea for type of game but despite that I had a good time trying it out and I can see there was a lot of thought and purpose put into it. Overall, really great submission! Thanks for the review on our game and good luck in the ratings!! :)
SO PRETTY and SO POLISHED! Really fluid gameplay and everything felt super cohesive! impressive to get all of this working in the game jam period!
I really like how polished everything was, from the movement, to the art, and the environment. A few nitpicks, but I think heal should've been a different key, maybe right click or q? Also, its pretty difficult to see enemies, so the player gets ambushed sometimes and its difficult to react. Overall though this game is really good!
The tutorial is great as well as is the art and sfx. I did not find any problems with using the "W" key for up and the controls were nice and responsive. Maybe I would move the healing key somewhere closer to like "Q". I had a problem with that the enemies will shoot me from a far distance even when I could not see them. I think it wold be smart to make them move towards me first or popping som "!" exclamation marks to the areas they are shooting from. Overall I enjoyed it even tho the theme did not really fit but if you and your team managed to do this in just 72 than hands down, (:
PS : Add some kind of "YOU HAVE BEEN KILLED" once the player dies.
Oh I love the art style, character design is top notch too.
The game was a bit too hard for my taste tho, I guess I was having trouble healing, since H is just too far away for my fingers lol.
This was the most well put together game I've played in this jam so far. (5 games). I really liked the tutorial level well setup, no hinderance to flow. That was a good design. Innovation was 3*, as I've seen/played many others like this. Gameplay was 4*, but primarily for the directionals, not having forward with W, but up. Though that might be more a choice. In past games I played like this, the control scheme wasn't like the setup here. Settings didn't have a change option for it. Otherwise probably a 5 there. Theme didn't seem to fit flow so well 2*. It seemed more like trying to fit a game you liked into the theme, but all levels have flow, and this didn't seem to capture flow in any other way. Polish was 3*. the graphics were excelent for this game play. Seemed like final graphics. Doesn't need to be better.
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