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A jam submission

1 BulletView game page

1v1 FPS
Submitted by alexcimpean — 1 hour, 16 minutes before the deadline
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1 Bullet's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#163.4003.400
Creativity#223.2003.200
Overall#282.9002.900
Features#302.6002.600
UI/UX#302.4002.400

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

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Interesting idea, I felt the need to see where the other player is looking (can be helpful to sneak behind him), Multiplayer is limiting a bit the audience, but that can be solved in a final product.
  • Gameplay -Gameplay is very slow. --Characters move slow --Bullets move slow --Reload time is too slow -Bugs remain in the submission --A plus is that these bugs were called out in the documentation -Jumping doesn’t always work when walking forward -Because the players are capsule’s you don’t know which direction they’re pointing --This is important information for the player to have, as players pointed towards you are much more dangerous than those that aren’t. UI/UX -Barebones -Without reading the instruction I wouldn’t know what any of the UI did -There’s a bug where the score isn’t reported to both players correctly. --It appears that one players always has the correct score and the other player only has their own score updated -No way to exit the game -A clear label on some of the UI would have helped a lot --Example: Score label above/beside the actual score -A cooldown timer on the bullet reload would have been a nice touch for the UX -The count down timer for entering the game when in the lobby is good, but should be centered, as the players eyes won’t intuitively go to the bottom right. Features -While a few bugs, the multiplayer functions well Creativity, Design & Originality -The environment is a bit dark, but overall the style is nice -Explanation of inspiration behind the art style was explained well -Overall design is pretty basic and not gone into very much depth in the included documentation Summary: Reading the documentation I could tell you spent a lot of time researching and implementing the multiplayer for the game and the art style. Unfortunately this meant a lot of other areas are very barebones. Since this game was going to be reviewed by one judge at a time, implementing an AI feature would have been a good idea, even if rudimentary. This does look like a good base to develop on, so I encourage you to continue on with this project.
  • An ambitious effort is focused more on the tech side of implementing multiplayer with leaderboard support. Gameplay aspect is asking for more polish, e.g. character and projectile velocity balance, at least minimal character animations.
  • I would strongly recommend not sending/using rar file types for demo projects. Some companies user either windows zip or 7zip and don't have licences for WinRAR so would be unable to play/test your demo project.
  • Note: this feedback is based on your document and videos as I was unable to play a game. 1. The Menu is usually the first thing that people see when playing your game, so it can be worth taking some time to add polish to it and making it exciting. Think about adding an options screen. It doesn't matter if there aren't many options, but it'll show that you've thought about it. Also think about animating the background. The image looked great, and with some twinkling stars or meteors, it'd bring the whole thing alive. 2. Think about adding some sound to your game. Some background music and effects for the characters walking, so you can track where people are. You'd be surprised how much a bit of sound can add to a game. 3. Look at adding some feedback for when you score a point. At the moment, its very hard to tell when you've hit anybody. It doesn't need to be anything flashy, a sound effect, or basic pulse would be enough. 4. Look at adding a win/lose screen, so you know who actually won. If you weren't paying attention to the score, you wouldn't know whether you won or lost. Also, I wouldn't auto disconnect the players. With a competitive game like this, you'd want the option to replay whoever you just played against, especially if it was close. 5. Very auto of scope for this, but something to have a think about is how you'd try to create fair matchmaking. You couldn't just put people randomly into matches as you'd end up with very unfair and unbalanced games. Maybe have a think/look at how other games match people based on skill levels. This seemed like a great game though, and something that could be very fun. Great job!
  • Perhaps more a tech demo than a game, but you achieved a rounded, finished product which is good. Taking on networking was ambitious, although thankfully Unity does a lot of the heavy lifting for you! Not 100% I'm convinced by the 'one bullet' thing as a design decision rather than having to manage many projectiles at once, but the one bullet did look nice! It looks great - very sensible use of simple lighting/assets to good effect. Great job! Tim Page Well Played Games

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