Amazing looking graphics! Walking up to the cops looks a bit silly, but it opens opportunities for creative solutions! I wish there were more levels
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Final Shot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Interpretation | #7 | 3.926 | 3.926 |
| Graphics/Visuals | #7 | 4.000 | 4.000 |
| Overall | #10 | 3.546 | 3.546 |
| Sound/Music | #31 | 3.111 | 3.111 |
| Gameplay/Fun | #31 | 3.148 | 3.148 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Awesome game! I really enjoyed the graphics and visuals, I did have a lot of fun figuring out the right solution, it does pose a bit of a challenge (level 2 was particularly difficult for me, mostly because physics of bullet did not always align with the ones of the trajectory), however overall I really enjoyed the game! Good job! Great vibe, and I feel like you managed to pull off what you wanted to :)
How does the game fit into the theme?
Final Shot - A short top-down shooter where you only have one bullet.
What premade assets did you use if any?
No premade visual assets, only audio from pixabay*
What are the Discord usernames of everyone on your team?
hange2958 (eerie)
Comments
Great work. You managed to fit the mood through the art and sound direction really well. I find it really funny that you can walk in front of your targest pointing a gun at them and they won't care at all. It is a short and challenging experience. Congrats on the achievement of getting this done for the jam
Best submission for one bullet theme. You are at my top 10 of this gamejam.
Good game! It resembles a mobile game where you also have to shoot such bullets.
This is really cool. Reminds me of Children of the Sun in a good way. Love the artwork, lighting, palette, and mood. Your vision is super clear and thoughtful. I wish the puzzles started a bit easier, and it felt weird being able to move the character through the entire level without the enemies reacting. Children of the Sun solves this by making you a sniper and keeping you at a far distance, so you'd never be spotted. I realize you were going more for a realistic style ( which I think you nailed), but I think having some different obstacles that can manipulate the bullet in different ways could be fun. Like what if there's a teleporter than teleports your bullet to a different area or like a gravity forcefield that bends your bullet a certain direction. Just spitballing. Anyway, this is all to say I think you did an awesome job for just 72 hours! Nicely done!
Thank you so much for the feedback! Never played Children of the Sun, but I might have to now, since you're the second person mentioning it :D
Unfortunately I had very limited time on the jam and didn't implement all the features I wanted to, but I will definitely be expanding on the game in the future, and your suggestions sound awesome. Thank you!
this is so cool, the mood and visuals are so strong. personally, i think the puzzles ramp up too quickly, a few more smaller ones would help with the pacing. i think making the shot hint a toggle (instead of holding down rmb) would be a nice quality of life improvement. there were times where i was close to hitting everyone but failed, and had to walk back to the same spot and figure out where i was aiming. one thing to consider would be to let the player stay in the same position if they fail a shot, or keep an outline of where the last missed shot was taken, to help players experiment and solve the puzzles a little easier. i have a lot of feedback because this game was AWESOME, great job! the puzzles really made me think.
Way cool! Great looks and an interesting puzzle.
If you build it out further, it might be cool to start with a few stupid-simple ones, give the user a chance to think they can do it without the right-click assist.
I was delighted by how patient the crooks were with the whole deal. What good sports. :)
I love this kind of bouncy puzzles, I had fun trying to figure them out!
One remark though, the difficulty curve was quite steep between the first and second room. I think it would be good as it is later in the game, but maybe lacked a visual cue/logic to point to the solution.
EDIT: Playing it a second time, I was also surprised I could just walk into the rooms and on the guards; it allows finding solutions by standing on one of them, and checking every direction until it aligns correctly. :P
I love the Hotline Miami aesthetic, awesome work, especially in such a short time!
I was pleasantly surprised to see it turn out to be a solid puzzle game in the end. Great job!
Also, I spent days trying to implement a prediction shot in one of my past games, so I totally get the struggle, haha!
I like the perspective and art style especially! Althoug not sure if I would have been able to do the second stage without the hint, thanks for including that 😊





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