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Oh Noir!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #109 | 4.000 | 4.000 |
Cleverness | #423 | 3.000 | 3.000 |
Theme | #426 | 3.000 | 3.000 |
Playability | #943 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Encountered quite a few bugs making the progression through this game difficult, but the potential already shines through. Aside from bug fixing, including a tutorial area that includes controls would help avoid most if not all the initial confusion getting dropped off into the it all brings.
Did you include your Game Design Document in your downloadable files?
yes
Tell us about your game!
Controls
Keyboard
Mouse: Aim
WASD: Move
LMB: Shooty shooty
MMB: Zoom in/out
RMB: Dash
F: Interact with objects
E: Punch
G: Drop Weapon
C: Drink from Flask
R: Reload
M: Map
ESC: Fullscreen
Oh Noir! Is a hard-boiled Rogue-like action game about shooting it out with mafia henchmen and trying to rescue an entire city in the midst of a spreading wave of crime.
Overview:
The player controls a detective armed
with a gun. You walk through Blocks of
the City, arranged in a large grid.
Mafia Henchmen will spawn in City
Blocks with an Active Crime. Mafia
henchmen will shoot the player. The
player has to defeat all henchmen in a
City Block to clear it.
If any Blocks in the City have an Active
Crime, it will increase the Mayhem
Meter on the right side of the screen. If it ever completely fills, the City
is lost to the Mafia and your game is over.
Blocks that have an Active Crime will occasionally ‘propagate’ a crime
in an adjacent block, meaning there’s an exponential growth. The
strategy of where to engage is cutting off the spread of the crime-wave
and making it manageable.
Did you remember to include your Game Design Document?
Yes
Is your game set to Public so we can see it?
yes
Extra Notes
The final vision is to populate each block of the city with roaming NPCs and traffic, making decisions during combat more interesting. There will be an alignment system called ruthless that determines whether things like law enforcement or other NPCs fight with or against you as you fight to clear the crime scenes. Car chases across the city and the ability to commandeer vehicles from civilian and law enforcement NPCs is also on the list.
Now for the painful part....the sacrifices and bugs:
-There are depth sorting bugs not handled and no real balance testing done.
-If you can't find the criminals to clear the crime-scenes check the corners (broken flee state).
-Items that can be interacted with show no indication (oversight in our rush to finish).
-Basically, if it is on the ground next to you and you are facing it, you can pick it up or it will pick
up automatically when you run over it.
-You may have to re-enter a block a couple times for the crime
scenes to appear.
Sacrifices were indeed made. Enjoy!
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Comments
Great art style (the car caught me offguard, was expecting a 2D sprite, very nice work) cool concept, smooth gameplay. I would say the world feels a little too big/empty, but you only had so much time to make the game. If you develop it further (and I think you should) maybe look at adding traffic and pedestrians to bring the world to life. Great entry, though, well done!
We appreciate you checking out the game and taking the time to give some great feedback!
We completely agree. The world is way too big and we should have cut it back to only a handful of blocks.
We fully intend on continuing dev on this project and if you want an idea of what the final vision of the game may contain we added a paragraph about it at the beginning of the “Extra Notes” portion of the game’s submission page. Pedestrians and traffic are absolutely on the list, among many other things.
Thanks again for taking the time and giving us some awesome feedback!
Really cool concept for a game, was super fun to drive around in the car hahaha. Had one issue where eventually new enemies stopped spawning in grids. Also, was this made in 2D or 3D? I only ask because of the car visuals, they were super interesting.
Thanks for playing!
Glad you like the concept. We found that bug a little too late to submit it with the fix. Turns out, if you clear the grid the crime no longer spreads, which means you are standing in a big empty city. We have decided to continue developing the game so that fix will certainly be in future versions.
Our artist made nearly all of the assets in voxels (the player, enemies, vehicles, weapons, and buildings) and used Sprite Stack Studio to apply the filtering and render the frames out in 2d sprites.
The cars in voxel form:
Thanks again for playing and giving us some awesome feedback!
wow!! That’s amazing honestly, I’ve always wanted to try working with voxels, you guys pulled it off so well!!
Thanks so much! You should download Magica Voxel or a voxel editor of your choice and give it a shot.
I like the style, little slow to walk since there is so much walking and all the places looks the same. I think I cleared all enemies in one "grid" but still remained red, some I managed to clear but then soon to get "Criminal spread".
Has potential with some buffs and extra information such as where the enemies are on the current map.
What would happen if the mayham bar was filled?
Thanks for checking it out! The map is definitely too big considering we didn’t do any balancing. There is still a bug where criminals sometimes “leave” the block which prevents you from clearing it. Currently, you have to leave and re-enter the block until the crime returns again. There is a car in there that you can jump into. We still have interact notifications to add but you walk up to the car (or weapons), face it and press “F” you will enter it and can drive around.
When the mayhem meter fills completely you lose the game. Currently it raises much much too slowly.
Thanks again for checking it out and we very much appreciate the feedback!
Ah you could use the car? I kind of shot it and figured that it was the enemies car or something.
Haha! Yeah, it is also fun to shoot though…