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A jam submission

ClearanceView game page

A game made in 48 hours for Miz Jam 1.
Submitted by Rover656 (@Rover656) — 6 hours, 7 minutes before the deadline
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Clearance's itch.io page

Results

CriteriaRankScore*Raw Score
Overall polish#274.1384.138
Overall#863.7243.724
Engagement#873.7933.793
Creative use of art assets#2303.2413.241

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Nice shooter. The scenario is nice composed.

Submitted

Probably one of the most polished games I've played in this jam! I'm impressed by how much stuff you fit in this game in 48 hours! Personally, I love the fact that you can get companions in this game, its something that most games don't really have, and makes your game really stand out. EVERYTHING IS AWESOME ABOUT THIS GAME!!!

Developer

Thanks for playing!!

Submitted

Fun game! Although it is a bit overkill to have so many it was very funny to see your pack of 20 dudes running around the map and cleaning all the rooms. Also makes exploring feel very rewarding because you keep finding new companions. Maybe it could have been toned down a little with the rate at which you find companions to make finding a new one more rare and special. Being able to walk through your companions is also great, I hate it when a companion in a game gets in the way and your companions are only helpfull.

the glowing effect looks cool but I think you really went overkill with. Felt like I was playing the game with dirty glasses on.


The combat: shooting felt good and you made a good selection of sfx to make it feel juicy. There where some pitfalls you fell into though for making a shmup. All the bullets moved too fast. The player has to be able to dodge the bullets for it to be engaging and I feel like I was rather tanking bullets than mastering the game. shmups often have the player moving faster or moving as fast as bullets to keep it fair. It is okay to have super fast bullets or even lasers but you have to show a clear tell so they can react to it. The bosses also have a pacing issue. It feels a bit awkward when the boss is doing nothing and takes a bit away from the tension. I don't know if that was intentional as you wanted to give a breather for the player, but I think it's better to keep the player on their toes throughout the fight. Having enemies only appear after opening a door is great. It's a nice way to optimize the game whilst adding tension since the player has to wonder now if it is a good idea to enter a room.

The menu was very snappy and I normally love it when I can act as fast as I can think. However in this game it has kind of ruined my experience in a 'freak button clicking accident': I was spamming my mouse input to shoot and died, the 'jump to main menu' button appeared on the location where I was spamming and I lost all my progress. AAAAAh. I feel so sad 'cause I know you've worked hard on the final screen and I wanted to see it. So that's something to look out for.

Adding all the dialogue in the game was a great decision. It made it very clear how the game is structered, what you can do while adding some flavor to the world.

There was a glitch where items can spawn to the other side of a wall, but hey it's a game jam.

overall, well done. I will try to finish it later but there are just too many games in the jam.

Developer

Thanks for playing! I agree with all of your points, I do however want to explain one in specific. The time between bosses was added to ensure the boss fights were survivable. In earlier tests when this didn't exist, it was virtually impossible to collect the crates that would spawn and you'd run out of ammo, however I believe that if I had paired no timeout with far slower bullets (like many have suggested in these comments) then the battles would probably flow far more smootly. And on the menu issue; that really sucks, I had added optional keys to shoot instead (for trackpad users) which would avoid this, but to further stop these problems, a confirmation yes/no would safeguard such an unfortunate event.

Submitted

The Cheese sprite does not show up. This is a tragedy. 

A well realized city setting and large map. Difficulty was pretty easy; the generous resources meant I was never out of ammo and companions, killing machines that they are, made it so I didn't even have to use my ammo most of the time. Looting was a bit annoying, with the tendency to drop items on the other side of the wall when looting from indoors. Boss patterns were a little tedious when it came to clearing ADS and waiting for them to be vulnerable, but it was fun to dodge their shots and they are the highlight of the game in terms of combat. Dual wielding was fun and I wish it was used earlier. The shotgun never felt particularly strong to me, with its low fire rate. I often swapped back to the pistol just to be more consistent at long range. I think it would have been fun if I had been allowed to dual wield them. My favorite mechanic in the game is changing companion mode. It doesn't really accomplish anything gameplay wise, but I get a Pikmin like glee from gathering them all together, switching them to Patrol mode, and watching them all fan out and delete enemies from the map. The only unfortunate thing that happens then is the audio of all their shots overlap and peaks the sound in a painful way. I noticed this same effect against the rocket-firing boss, the explosions got pretty loud. Very impressive work!

Developer

Thanks for the detailed feedback and for playing!

It was fun to play. maybe next time turn down the shaders a little.

Developer

Thanks for playing!

Submitted

You made a fun gameplay loop and designed a great difficulty curve that matches the player's skill. A fine entry in my opinion!

Developer

Thanks for playing

Submitted

Glad to see someone took most of the allotted time. It's crazy you got this much done in such a short span. Really enjoyed myself but the effects were so heavy it caused eye strain for me, that being said I'm just being a baby and your game looks and feels really good!

Developer(+1)

Thanks! I unfortunately forgot to add a post processing toggle, that would have probably made it more accessible for people.

Submitted

Great game.

I don’t think there was a need for the turn animation it just takes some of the responsiveness of the controls

when I get an extra heart of a boss as soon as I move to the next level I lose that heart this happened over and over

at later levels my companions were doing all of the work and I was just watching, maybe you could have made it so companions don’t come with the player to the next level

If the point of the companions is to help the player then why don’t I have them with me when I need them the most (Boss fights)

Anyhow great game really enjoyed it

Developer

Thanks for your feedback! The companions were intended to be more helpful and less overpowered, but after the addition of the bullet hell, I didn't feel I had the time to update the companion AI to survive them, however if I do return to this concept, this would be a key area I'd want to fix.

Submitted

I'm impressed at the level of polish! Multiple difficulties, a soundtrack that works for the game, a responsive dialog system, and good use of colors and post-processing. This is one of the best I've played in this jam. I personally didn't really like the boss fights, but I just don't really like bullet hell games. 
I think the boss fights would benefit from zooming out, showing the whole boss all the time.
The safest place in the boss fight is almost always as far away as possible, which means I just end up shooting in the direction of the red arrow.
Speaking of the red arrow: great addition to the game. It's quite easy to miss a room, so having the arrow point to the nearest enemy really helps keep the pace up. I never got stuck, thanks to the arrow.

Well done!

Developer

Thanks for playing! I agree with the idea of a boss fight zoom out, would've been very helpful

Submitted

Finished the game on Normal. Really impressive how much content there is and the level of polish...I'm pretty sure it took me 30 minutes with 4 deaths to beat it.  Lots of great little touches like the kill counts at the end, NPC dialogue, arrow indicator, etc! As far as visuals, I think the post processing is a little much but the ambiance is cool. The tutorial was so thorough...I feel like you communicated all possible expectations and prepared me emotionally (and intellectually) for what I was about to do. A few pieces of constructive criticism:

1) The companion mechanic was fun and I was impressed with the level of control. However, it would've been nice to see this mechanic explored more meaningfully in the gameplay and boss fights as I think it really sets this apart from traditional bullet hell games.

2) The boss battles (I'm not much of a bullet hell player so please take this with a grain of salt): it would have been nice to see a little more variety in the fights themselves. Things like the bosses moving around, maybe some physical attacks rather than just lots of projectiles to dodge. I also got a bit frustrated at how arbitrary the periods of bullet hell invulnerability lasted. Ultimately I felt good after I finally beat them though.

Sorry for the wall of text. Overall this is an incredibly impressive and engaging game for a jam entry. Amazing work!

Developer

Thanks for all of this feedback and for playing!

Submitted (1 edit)

Lots of fun, and so much content. The arrow indicator kept it engaging and stopped you going in circles looking for a missed item or room, which i liked. The post processing was a little OTT for my taste, but overall very impressive

Developer

Thanks for playing!

Submitted

Really liked it. The Ai soldiers kinda do nothing but the game and boss fights are fun. Good polish. I'd recommend the post processing lowered and for it not to affect UI as it makes stuff hard to see/read!

Developer

Thank you for your feedback and for playing!

Submitted

Finished the game on easy, it was really fun! I love the visuals & the lighting, the dialogue was good, the companion mechanic was fun (even if it was a bit OP), and the bosses were challenging but rewarding to fight. Overall really good!

Developer

Thanks for playing! Glad you enjoyed it!

Submitted

Really polished game. I love the arrow indicator telling you where to go. It has looting, different weapons, and great challenges. Very nice work!

Developer

Thanks for playing!

Submitted

Cool aesthetics and fun to play!

Developer

Thank you!

Submitted (1 edit)

Very well polished and fun, I especially love the environment, fits perfectly well with the story.  

Btw is there any extra ammo in the level?

Developer(+1)

Currently in the levels themselves, you run out of ammo if you've already looted everything (a possibly large oversight after the addition of hard and impossible, but that should be expected given the untested button hiding them). In boss fights after the first however, regular drops of ammo are delivered to the player in the form of portable crates. Hopefully this answers your question!

Submitted

Oh right I played again and it seems I had missed a whole lot.
Great game!

Developer

Thanks for playing!

Submitted

Well polished and the environment was setup well, the aesthetic is nice to. more boss mechanics would be nice but its great for the time of the jam.

Developer

Thank you!

Submitted

Saw this game on stream.

Great use of the assets^^

Developer

Thank you!

Submitted

Visuals and gameplay feel crisp as hell, rally loved it!

Developer

Thank you!

Submitted

tiny chance this is a virus, it wouldnt let me close out of firefox

Developer(+1)

I can assure you there is no virus, please try chrome instead as I've heard of firefox incompatibilities before. If it makes you feel any better i can share the source on github so you can play the desktop one with piece of mind.

Developer(+1)

You can now view the source code at https://github.com/Rover656/Closure

Submitted

It worked flawlessly on chrome, fantastic job! I loved the looting out of toilets, a carrot was my first item lol

Submitted

oh no, I was just making a bad joke, also, is that your dog as your profile pic?