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A jam submission

Geometrical hitman: The first hitView game page

A hitman creates a homemade drug to make its job easier. But the drug is also slowly killing him.
Submitted by AlphaEnt2 — 1 hour, 20 minutes before the deadline
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Geometrical hitman: The first hit's itch.io page

Results

CriteriaRankScore*Raw Score
Implementation of the Jam theme#63.8344.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This game was great I hope you come back and make this into a full thing. I loved the art style. The whole game kinda reminded me of gun godz

Developer

Yeah, it was one of the influences, together with anger foot and post void.

I might do some post jam tweaks on later weeks (i'm currently busy on hellslinger)


And i don't know, i may even do a doom port of the project, who knows? XD


At least for now, i plan to experiment with efpse scripts to see if i can improve the drain mechanics and see if i can achieve more control over it, instead of using damage blocks everywhere.

Submitted

yeah I was gonna use scripts aswell for the health mechanic in my game but I didn't have time to figure it out

Developer(+1)

Yeah, so i kinda did a major update with improved animations and extended ost.

And created a skill system withing the game, so it no longer has 3 duplicated settings.


But, i am currently working on a sequel/prequel, new guns, new maps and no healthdrain, but more agressive monsters.

Developer

Currently working on the sequel/prequel


Developer

Replying again, just to mention, today released a Demo of geometrical hitman's sequel.
Demo has 3 levels, game no longer has healthdrain mechanics (unless playing on nightmare skill), which encourages exploration (and features another character from the same universe)

New guns, larger levels and few more stuff.

Submitted(+1)

Mechanically I feel like you managed to find a very good balance between the frustration of the health mechanic and the rapid pace of gameplay. I found myself having to basically zero in on locations and objectives without a moment to spare because of the time pressure, and the simple and easily readable layouts helped greatly in making this possible.

I could see this being turned into a larger gameplay loop if you found more ways to mess with the player’s health– for example, zones or stages where you don’t have health drain up until you cross a threshold. Overall, very clean and well put together. Great work on the submission!

Developer(+1)

I have plans to make a port of the game into GZDoom engine, to have more control over certain game elements.
Currently don't have too much time to make such port, though i've did few experiments already.

Also, found a way to script a healthdrain mechanic on the game's sequel. 
You'll lose 1-2 hp if you're playing on nightmare skill only. (easy, normal and hard won't drain health)
The sequel features a different character, so game will be focused on exploration instead, levels will be 2-4 times larger than previous game.


Yeah, A bit pointless of me to reply to a year old comment, but wanted to try few things with a more polished sequel and no time constraints, to push the efpse engine a little bit.
Submitted(+1)

I’m not sure when I’ll get the chance to check it out but I really like what I’m seeing. You weren’t kidding when you said you were pushing the engine! Cool to see you’re still working away at it.

Submitted(+1)

Fast and fun gameplay and I really like what you did with the story