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Jason Drawn - Never Stationery!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls | #5 | 3.949 | 3.949 |
| Accessibility | #7 | 3.610 | 3.610 |
| Graphics | #7 | 4.492 | 4.492 |
| Fun | #8 | 3.983 | 3.983 |
| Audio | #8 | 3.949 | 3.949 |
| Overall | #15 | 3.751 | 3.751 |
| Originality | #50 | 3.458 | 3.458 |
| Theme | #92 | 2.814 | 2.814 |
Ranked from 59 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot_v4.4-rc1_win64
Wildcards Used
Shopaholic
Game Description
A First Person Shooter, Infinite Waves with a Buff/Weapon Shop.
How does your game tie into the theme?
Jason Drawn has had his memory erased and doesn't know who he is. Jason has awoken as a hand-drawn character. He is under attack from cursed Tiki erasers and other Tiki stationery, who threaten to erase him from existence.
Source(s)
https://github.com/Doubleword-Labs/Godot-Wild-Jam-78
Discord Username(s)
deevus, addsoul, Mazinix
Participation Level (GWJ Only)
5-deevus, 3-addsoul, 2-Mazinix
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Comments
I had fun with this one. I think the difficulty ramp for the waves could have been a little steeper. I think it was fine as I was getting upgrades but after that I kind of wanted it to get harder quicker. I played through mostly using the rubber band gun but did waves 34-38 with melee only and then did a few with the stapler when I noticed I could swap guns. Art was really good. I like the animations and VFX for the enemies.
Thanks for the game
Woah, Wave 41! That's a pretty good run - I'm glad you had a bit of fun with our game - thank you for giving it a try. There was sooo much more we wanted to do, but the time just didn't allow it.
First of all, wow, that art style is really clean and works well with this game - nicely done. Second, well done on making a complete game in a single week, very nice. FPS is not normally my jam but I powered through two dozen levels of this game... woot! I also liked that the projectiles on both sides were slow enough to dodge, and yet still felt really satisfying in the throwing.
The primary thing I would want is a little more balance - I'm a horrible FPS player, but even I found the first dozen levels pretty easy. If it were me, I'd experiment with dropping the HP of the early level foes, but increasing their damage by a bit. You might want to check on the pathing as well, as there were a couple times that groups of foes seemed to be stuck behind a cluster of rocks or trees and they didn't unstick until you came around and shot them. Lastly, hiding behind cover seems to be way too rewarding for the player, maybe add an enemy that is a fast moving melee that will flush them from cover? or enemy grenades that will force a player to move before they explode? You're the devs, I'm sure you'll think of something.
Oh, there was a loading hitch the first time you hit an enemy... I suspect if you pre-load/use the shader before the combat portion of the game starts that should eliminate that.
Thank you for playing our game and for your valuable feedback, we'll make sure to take it into account if we can get around to refining the game.
Very nice level of polish. Played a few rounds and was pleased when the shop appeared and I could upgrade. After that things got a bit repetitive but I'm not sure what else I should expect for a week long game jam!
Beautiful graphics and the 2d and 3d is really well blended.
Solid effort!
Thank you for the kind words - we are aware it gets a bit repetitive - as you mention a result of our time constraints. We might see if we can add a bit more variation in the future. We had planned boss-fights, more weapons, enemies and power-ups, but at the end had to cut some stuff to make it in time.