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Gutter Godkiller (pre-alpha)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Was the improvement accomplished | #6 | 3.536 | 5.000 |
How creative was the improvement | #6 | 3.536 | 5.000 |
Does the improvement move game in the right direction | #6 | 3.536 | 5.000 |
How sufficient was the improvement | #6 | 3.536 | 5.000 |
Overall | #6 | 3.253 | 4.600 |
Was the improvement free from bugs | #7 | 2.121 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Describe the improvement that you have been working for this jam
# Gameplay & Game feel
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- Added the “off-ledge slide-mega-jump” movement tech.
- Added time distortion when aiming.
- Added hit-stops for headshots and when player shoots energy ball and it comes back at the enemy.
- Improved the ground slam impact vfx.
- Added a shoot trail to the gun so now firing it is much more satisfying.
- Slowed down the player and turned down jump height when he’s in simple movement (in non-combat scenarios)
- Created an actual, flexible, scalable interaction system. Now it won’t be a pain to implement new interactable.
- Made it so that the shooter enemies turns in your direction when attacking you (only works in levels with proper rooms set up).
- Started implementing the dialog system but I’m still only at around 5-10%.
# Settings
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- Fixed the pixel smoothing slider setting by turning it into a checkbox.
- Added a checkbox in the settings for dithering.
- Removed the resolution scale from the quality settings as it didn’t do anything.
- Created fully functional doors.
# Visuals & Coalition
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- Remade the barrel asset.
- Started remaking the stone floor tiles texture. But it’s still a work in progress so I slapped a noise texture on top to add some cheap details. But it will be done in the next patch.
- Improved textures on bar and stools.
- Added a sky light and fog to make details pop out and make the place moodier.
- Moved down the wood frame to make the space feel smaller.
- Tweaked the post-process so that the distance-based fog pass is put after the limited color palette filter. Now when you move towards a wall, you don’t have huge changes in color anymore.
- Added intensity animation to candle lights to make them feel more anchored in the world.
- Added actual models for bistrot chairs in the coalitions hideout (the tavern).
- Changed the layout of the coalition: Now all the stairs are in the same spot and the place is divided into three separate levels to avoid any lighting issues.
- Removed the glow on the water shader.
- Fixed the candle flame vfx (it used to take 5 seconds to turn on).
- Removed the weird glow from the NPCs. It was originally to better see the enemies so I kept it on them but no need for this on the NPCs.
- Repopulated the shelves behind the bar with a mix of mugs and bottles instead of just placing mugs.
# Backend
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- Cleaned up all the code for loading the settings.
- Cleaned up and reorganised the whole project, applied naming conventions, removed all outdated assets and maps…
Didn't do everything I planned to do, did a lot of things that I didn't plan on doing, but at least I made some progress.
Describe your game in one sentence
An ultra-violent Boomer Shooter where you overthrow the government
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Comments
I played the oldest version available, and the newest available to see how far you've come. All in all, the vibes are immaculate here. The art style is super cohesive, the goal is very clear. I can see that with the HQ that you're getting ready to add some story stuff, which is super cool. Can't wait to see what that look like!
Being SUPER nit-picky, here are the improvements I think you can make.
"back" (which I think should be renamed to be a bit more descriptive. Maybe "Main Menu"?) doesn't work when in the death screen.
On the options settings, scrolling the menu with mouse movement makes it really hard to actually select something with the mouse. I think either turn down the speed for that input, or just keep it with the scroll wheel which is more common in most menu systems.
I did find a few enemies glitched in the last area of level 1. This seems to happen most consistently with a reset (maybe something to do with the player spawning in their vision area? Not sure, but just a thought) They seem to see the player, but be stuck in place.
The mid-air controls feel a bit clunky. I love the feel of the “off-ledge slide-mega-jump”, but it feels a little too precise. For example, if I aim my jump a bit too much left, I can't correct by holding "D" to move right. I think having even 10% movement speed mid-air instead of 0 would help a lot in the mid-air movement.
Two slight visual "bugs". The bullet spawns from behind the player instead of from the gun barrel, and clipping into the body of the rat happens pretty frequently. Not real issues, but something to add to the list I suppose.
Again, the game feels great, and the vibes are so strong. I can't wait to see what happens next. Very well done, and excited to see what happens next!
Man, it's so cool of you to have played two versions of the game! All of these thoughtful comments made my day
Seriously, thanks again for such kind and constructive feedback. It means a lot, and it helps even more.I already fixed the mid-air controls, the back buttons that didn’t work and renamed ‘em, and fixed the scroll in settings menu - I really wanted to have settings that feel as good as the ones in Shady Knight but the auto-scrolling doesn’t let you do this in ue4 . I’d have to build a custom C++ solution, which I don’t have the skills for. Gotta cut the fat I guess. If everything goes well, except for the slight visual bugs, it will all be fixed in the patch for next month. (the visual bugs aren’t top priority but I did add em to the list for later)