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A jam submission

Get Hit Only OnceView game page

2D platformer in which you have to fight danmaku users with your bare hands.
Submitted by Daschinia — 2 hours, 4 minutes before the deadline
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Get Hit Only Once's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#133.4503.571
Use of Theme#152.8983.000
Story/Writing#181.8861.952
Gameplay#192.8983.000
Overall#192.8522.952
Music/Sound Design#211.4721.524

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Daschinia

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Comments

Submitted

Nice overall visual aesthetic, even if all the assets are borrowed.

Rather dull name choice. ;^_^

It's weird that enemies run and jump into your face on purpose. I guess the focus is on dodging bullets, but even those feel like a game of luck with the movement in this game.

Each character you go through was simply a reskin, so it was nothing more than a normal extra life mechanic. It was fun to look at though, even if it made no gameplay difference.

Jumps frequently bug out and I fall back down prematurely.

Developer

The name wasn't something I considered at all before uploading it on itch.io and at first I just called it "Only Once", however it wasn't going to be the only game named that, so I picked the first thing that came to my mind. As there is only one stage where I didn't avoid getting hit and every character is done in one touch it seemed appropriate.

With the enemies there wasn't a lot I felt I could do in a short amount of time. Had they just stood around it would be boring, had I made them avoid you it would be needlessly frustrating. By charging at you some stages turn more into puzzles instead of a simple platformer.

The movement would seem to be a preference thing. Personally, I strongly dislike velocity based movement as the character doesn't stop the moment I let go of the key. If there is nothing in the way the character in my game moves at a constant rate as long as you hold down the key. 

Jumping and falling (including knockback) is the only thing using velocity and the character once again stops accelerating upwards the moment you let go of the key. I'm not sure if this is what you considered the bug or if it's something else, however the only problem I encountered was with the first jump after acquiring the double jump, which didn't feel high priority considering limited time.

Submitted

Fair call with the enemies.

I don't have any issue with the character having instant velocity movement. I just don't like how impossible it seems to dodge through, say, Cirno's bullet pattern without getting hit (unless lucky).

I'm not talking about the double-jump bug, where double-jumping at certain times makes you fall instead. But it is similar. I figured it out: Changing direction mid-jump causes the player to fall instead.

I also just found something amazing: Bullets pile up on the borders of the screen. So, if you change screens, you can end up with a mass of accumulated bullets assaulting you. :D

Developer

Cirno is an example for an enemy where you can use the fact that he runs to you, as he doesn't shoot any bullets directly at you. If you walk on top of the one way platforms in the beginning and wait for Cirno to get under you and jump, you can drop down on him without getting hit.

Thank you for a useful bug description, I'll have a look at that later.

The bullets stop once out of view as a result of the enemies being hacked together as an afterthought for the jam. They are not integrated with the map editor, they are just spawned at hardcoded locations and do their thing, instead of having dummy enemies replaced with the real thing when you enter a room. The easiest way to approximate that was to skip everything that is not in the view. As all the piled up bullets are flying away from you when you transition to another room it shouldn't lead to any unfair situations.

Submitted

I guess I didn't use my brain enough when considering bullet avoiding.

The bullets stopping out of view can do this: https://imgur.com/E7KRrdA

Developer(+1)

That is indeed a problem I did not consider. The intended solution for avoiding Koishi's bullets was to get on the elevated part behind which she spawns fast enough, so that you can safely wait for them to pass by while Satori doesn't hit you due to being blocked one tile to the right on the upper part. 

A big advantage of a team seems to be simply having a playtester who doesn't know what the programmer intended to happen.