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A jam submission

AkimbotView game page

You're a robot. You have two guns. Go to town.
Submitted by Isaac, hdi777shaa — 15 hours, 41 minutes before the deadline
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Akimbot's itch.io page

Results

CriteriaRankScore*Raw Score
Fun/Enjoyment?#14.3644.364
Concept#14.0914.091
Overall#33.8793.879
Use of Theme#73.1823.182

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

I loved the look and movement, and the story was hilarious. Unfortunately to begin with, I was one of the ones who for which the game didnt seem to work properly (Couldn't take any damage or deal any damage) and I know that this isn't an issue for you, so I decided to do a bit of bug testing. I noticed that actually, I could get both taking damage and dealing damage to work properly by simply hitting myself with the grenade launcher explosion once - For whatever reason, hitting yourself with the grenade launcher makes something magically tick in the game's logic that makes it so you take damage and the enemies take damage again. Of course, once I had the grenade launcher, I was in the final level, and there was no way for me to go back to a previous level, but hopefully this information helps - I would start by looking at how exactly the grenade launcher's self-explosion damage works in comparison to other weapons and why the grenade launcher in particular may cause this sudden "tick" that causes the game's damage systems to start working properly again. I guess that worse comes to worse, you could brute-force a bugfix by hitting the player with a grenade launcher explosion at the very beginning :) Let me know once you think you have solved the issue, and I'll happily give it a bug-test again to see if it runs as it should on my computer!

In any case, I saw how the game was supposed to work from your presentation and I found it just generally very impressive! The only recommendation I have is that given the excellent movement, it would have been great to see a little more verticality in the levels (there was a bit of this in level 2 and the final level). All in all, very well done!

Developer

thank you for playing!

i was terribly scared we wouldn't be able to get all the levels done in time, so they were a bit rushed design-wise. originally, they were supposed to be designed with a lot of verticality, hence the movement.

as for the damage, there is no state or condition in which the player can't take damage, so I'm not sure why they don't. as well, the explosion works very similarly to the bullets, so i couldn't figure that out. one idea I've considered, but not looked into, is the physics engine being buggy. although the explosion and the bullet deliver damage in the same way, they do have different systems of detecting collision. explosion checks using an area, whereas the bullet is obviously a ray-cast, though I'm not entirely sure if that is the reason why.

what would be useful is to know your computer specs, so I could tell if this is a common problem based on that. if you could, could you tell me your OS, CPU, and any other information you may think is important or relevant? just OS and CPU should be helpful enough, but yeah anything else would be nice.

anyways, sorry you were unfortunately one of those with the damage bug, super glad you enjoyed the game nonetheless though!
and also, thank you for the lead on the bug! I'm looking into the explosion code.

Submitted

Sure thing!
My OS is Windows 10 Home, my processor is AMD Ryzen 7 4800H with Radeon Graphics 2.9 GHz, I have an installed RAM of 16 GB, and its a 64-bit operating system. Not sure what other info might be helpful!
As an aside, I went ahead and also tested the game using another laptop, and the game worked perfectly on the second laptop! The second laptop's OS is Windows 11 Home, its processor is AMD Ryzen 5 5500U with Radeon Graphics 2.10 GHz, it has an installed RAM of 8 GB, and its a 64-bit operating system.
Do you think that the problem may be with the OS? Maybe for whatever reason it works properly using Windows 11, but not Windows 10? That would kind of line up with why whether somebody is able to get the damage to work properly is 50/50, I'd imagine its about 50/50 whether someone with a windows OS is using Windows 11 vs Windows 10.

Developer

I'm not sure. I'm personally running Windows 10 myself, so I can't say it is OS dependent. I have an Intel i5-9300h with 16GB installed ram, 64-bit operating system. There doesn't appear to be any consistency on whether it works or not unfortunately. I'll release the source soon and hopefully if anyone at all is interested and fluent with Godot, and they end up caring enough, they can take a look for themselves. Otherwise for now, unfortunately, there just isn't much I can do.

Thanks for the help though, I appreciate it.

Submitted

What a fun and chaotic game! The simplicity of the story, driving force, level design, art, and gameplay all come together to make a simple, fun game.

I really enjoyed the art and AI design of the enemies; they were easily recognizable and easy to shoot, their health was just right, and the danger they posed to the player was perfectly balanced. It was clear how much damage I was taking and giving, and that made the gameplay very fun. The level design also helped give the combat intensity and excitement, and it really made me feel like I was progressing somewhere, even if I was always surrounded by bricks. The tutorial was also easy to understand and worked well with the simplicity of everything else, making it feel very natural to enter the game afterwards.

The "game over isn't the end" theme is used really well here, all of the power-ups are fun to use with my favorite being the speed-up one. I wish there was a way to know when you've acquired a new after-death powerup, like if it dropped from the enemy that killed you, but that's something to address with more time on development.

I will say that once I started dual wielding I would get confused about which mouse button shoots which gun. In all of the CODs I play, LMB shoots the left gun and RMB shoots the right, while in this game it's inverted. That part tripped me up due to built-in habits, so I understand if it's a me-thing. Besides that, the bullet damage, spread, and cooldown felt very satisfying and it only needs minor details like audio/visual cues for the cooldown in order to be absolutely perfect.

And lastly, the story was fun; it  reminded me a lot of Doom with the serious radio partner and the indifferent player. It was nice being given hints about the upcoming level (yay, new guns!) and it made me excited to play them. And the ending was very goofy and almost made me wish there was a boss fight. It's a very satisfying ending despite the abruptness of it, so great job!

Overall, nothing to complain about and a lot to enjoy, so nice job!

Developer(+1)

so happy you liked it!

in retrospect, i definitely should've added an invert gun controls option, i had plenty of time. i believe the controls do make a little more sense with a controller, and honestly, i think the game feels better overall with a controller, but yeah you're right, definitely should've accounted for that.

super glad you enjoyed the story, and especially the ending. i did consider a boss fight, but was worried i wouldn't have had enough time. i made sure that the ending was still at least good, even in the lack of the boss fight.

thank you for playing!

Submitted

Oh, I forgot to consider the gamepad perspective with the gun controls. You're right, it makes a lot more sense with the gamepad in mind, and it probably would've felt better if I played with it as well. That makes the controls less of an issue.

And yeah, you definitely made a good ending despite the lack of a boss fight. No worries there.

Thanks for the reply, it was my pleasure to play, and congrats on creating the game!

Submitted

This game was very enjoyable and even very funny! Loved the addition of several post death mechanics to mix things up with :)

Developer

So glad you enjoyed it!

Submitted

This game was awesome, I loved how it really gave me some Ultrakill vibes. The movement felt satisfying and fun to moke around. However, as another commenter noticed, I was unable to take or deal damage except with the grenade launcher, which means I felt like I couldn't utilize the game's after-death abilities or the movement system to its greatest abilities. Overall great game.

Developer (1 edit)

Yeah, I'm not sure. It felt like a 50/50 whether or not people could take/give damage. For some people, it works. For others, it doesn't. Unfortunately, since it does work for me, there isn't much I can do about it, but I'll look into the issue. Thanks for playing anyways, and I'm glad you enjoyed it.

Submitted

I had a lot of fun with the game! Even though you said you focused more on gameplay than story, what was there gave me a chuckle. Very good time all around!

Developer

thanks for playing, glad you enjoyed it!

Submitted

Game look good and was fun. couldn't get the guns to do any damage and didn't take any damage though. Cool project

Developer

thats definitely strange, ive heard this complaint before. i cant do much about it though, it seems to work for me. sorry about the inconvenience.