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A jam submission

A Pacifist's BlowbackView game page

platformer, stealth, strategy, puzzle
Submitted by alan93dev
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A Pacifist's Blowback's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#244.0004.000
Concept#324.0004.000
Overall#1193.3893.389
Enjoyment#2032.7782.778
Presentation#2092.7782.778

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
just me

Software used
UE4

Use of the limitation
You play as a pacifist bot who just wants to get through, but his clones, that the player himself has to create to make progress, keep preventing him from doing that.

Cookies eaten
None but there was other snacks.

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Comments

Submitted

Very interesting game! As others have pointed out, it just needs a checkpoint, atleast when we use the respawn mechanic. Nice work!

Developer

Thanks! Yes checkpoint/teleportation (for areas that have already been completed) would definitely help with the constant backtracking. Appreciate you checking out the game!

Submitted

Very cool idea and fun game!  One suggestion I would make is to add checkpoints for each room; in a game about intentionally respawning over and over, I would have preferred not to go back to the beginning each time I respawned.  But overall I thought this was a really good game!

Developer(+1)

Thank you! Ya I'm considering adding the ability to teleport to "unlocked" areas. Thank you for checking out the game!

Submitted

Haha the instruction is bit too much but I like the game.

Developer

Thanks! Ya the instructions were definitely verbose lol. It didn't help that the mechanics of the game are so interconnected with each other. A more spread out tutorial is definitely on the list. Thanks for checking out the game!

Submitted

Incredible concept, it was fun at first but the second room doesn't seem to be possible to get through. I have played it for like 20 minutes and the way that my clones were destroying each other and there being no checkpoints was frustrating but I knew it was possible to get the collectibles before they were broken. What I didn't think was possible though was to get the collectible in the middle of the room, idk if you didn't test that or it was randomly generated but I couldn't reach it even if the block was in the perfect spot. Other than that, it's a really great idea and I'd love to play a longer and more balanced version of this.

Developer

Thanks! You can stack the clones on top of each other by exploding on top of one of the clones so a new one spawns on top of it. That way you can platform higher up. The tutorial wall is pretty verbose so I don't blame you for not catching that. Really appreciate you checking out the game.

Submitted

I thought the game design was a great use of the limitation! I love the puzzle aspect that you need to explode to get past the levels XD It was a little difficult for me to play, so I'd recommend adding checkpoints for when you get past a room because I kept dying in the first room, hahah. Also, I feel the player could be a little faster to avoid the bullets easier (or at least add a sprint control).  I feel like it also needed more color to fit the theme better.

Developer(+1)

Thank you! Ya the player speed does seem like a common concern. My idea was that I didn't want it to be too easy to dodge the clone projectiles so I made the player slower. There's definitely gonna be some experimentation with increasing player speed since I don't want the player to feel his time is being wasted cause he is too slow (so make the player fast enough where he feels comfortable with the speed but not fast enough for it to become too easy to dodge clone projectiles). And ya a checkpoint system is always useful for that purpose too. For this game though, the final part (after that second room, Spoilers) requires all the clones to be destroyed, meaning the player may have to go all the way back in case there are some clones left. I think being able to teleport to "unlocked" areas will work too. Though ya I appreciate the feedback and thanks for checking out the game!

Submitted

Great concept with nice clean presentation :)

The wall of text at the start was a bit intimidating; but it’s hard to make a tutorial in such a short jam so I get it :D

Developer

Ya properly introducing the player to the mechanics was definitely a challenge since they are all very intertwined. Appreciate you checking out the game!

Submitted

That was cool! I really liked the concept and I want to see it taken further. I really like the idea of using death as a mechanic that ultimately progresses you and I never thought to use it for platforming.

Good job!

Developer

Thank you I really appreciate that

Submitted

Good game, congratulations.

Submitted

Very interesting concept... I liked it, good job.

As previously stated I think it would be better to make the bullets faster instead of the player slower... Or add a checkpoint to the rooms, but I think it would be more interesting having a faster player and rooms that don't need to be completed in the same order.

it was fun to think where to kill myself to help me get the tokens, but I think the game would be better with a second mechanic that the player could use without dying to help progress inside the rooms.

I also think that the third room is already too complex... There is the new challenge of using multiple boxes alongside with other boxes... If the player don't go for that double box token first the room is kind of spoiled... And since there is no way to reset the rooms, it's just a pain to finish it.

Probably would be less of a problem with a faster player speed, but still feels too complex for the first real room of the game.

And also, be careful with that tutorial corridor... I kind of hit R without thinking the first time I read the new command and had to restart the game because it was a pain to read the tutorial with a turret shooting at me... Probably would be better to have 1 room teaching each new mechanic instead of that corridor.

Developer

Thanks for checking it out! Ya the explanation of the game is definitely verbose. I had considered teaching each mechanic separately, but thought they are too intertwined for that and decided to just explain them all at the same time. And ya that second room does require strategizing, though there isn't really a need to reset the rooms; if you put your clones on wrong spots, you can just bait other clones to destroy the clones that you don't want there (which is also why I made the player slower, if the player was fast it would be too easy to dodge the projectiles. At the same time, by increasing the speed of both the player and clone projectiles, it does seem that the player can save time without the gameplay being negatively affected. So there is still things to be experimented with for sure). The way the game punishes you for poor choices is by making you fix your own mistakes.

Oh and also, after that second door, there is another thing you have to do. The difficulty of that thing depends on how many clones there are left :)

I really appreciate the feedback! 

Submitted

The idea for this was amazing but I found the game to be slow. Could you make it so the keys don't respawn when you die :) 

Developer (1 edit)

Ya the slow movement of the player is so there would be a challenge to dodging the projectiles. And ya I can add a build like that for you later on, thanks for checking out the game!

Submitted

The gameplay was really cool and fun, would be even more fun if the player and enemy lasers moved faster because at times the pacing felt a bit slow. Good Game :)

Developer(+1)

I kept it slow to give the player enough time to react to the projectiles (and I also didn't want it to be too easy for the player to dodge the laser projectiles) but I will probably experiment with faster speeds later on.  Thanks for checking it out!