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Pixel Whip's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall (main category) | #14 | 3.333 | 3.333 |
| Game Design (gameplay, feel, raw mechanics) | #15 | 3.333 | 3.333 |
| Presentation (audiovisuals, clarity, style) | #24 | 3.048 | 3.048 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I'd never heard of Pistol Whip before, but man is it satisfying!
This is fully fun packed! :D How to make a 2D VR? Like that! I was very bad at it (accuracy around 60%), but I had fun whipping enemies with pistol movement and those enemies responding nicely with ragdoll - so cool!
Hey, it was fun! Love the idea if 2D VR and superhot game style, impressive!

Got a good flow to hit the enemies
While playing on touchpad, I wish to adjust mouse and player speed somehow, but with time managed to play well
The modifications menu was a nice suprise for me
I was adding mods from the original game whenever I was tired of implementing other stuff. Managed to get in all but three.
Probably could have spent the time better, but it was fun.
I wish cursor is visible or maybe it is issue of defold Idk but I opened laser sight so the problem is solved :D I liked there are many modifiers my score is 181000

The cursor is hidden and locked to prevent this from being a point and click thing, and to somewhat simulate having to actually aim in the original.
Interestingly, the laser sight is more useful and arguably fun than in the VR game. It was very easy to add, since I just used the raycast that checks if attacks land.
great job, but if its a rhythm game make the music the dominant sound in your game
Hmm, it might be that I'm just super used to the beat, having played this map in VR hundreds of times. I didn't really have time to worry about sound balance too much.
You can set music/sfx volume in settings, but this is definitely something I'll keep in mind if I end up updating this later on.
oh sorry, I forgot to check the settings, my bad
No worries, I should have set it to reasonable levels by default. In fact, I remember deciding to do just that once I have a spare moment, but that never came =P
yeah, it's just the nature of these game jams, I didn't find the time to make levels for my game, that's what it is.
I like the original Pistol Whip, this feels like a good 2D replacement. Good job!
Nice! Didn't expect to find fans of the original here. This was a fun exercise, since I know the game inside-out, and I got to solve some problems similar to what the original devs did. Or so I assume.
Anyway, now that this is done, I'll go back to making custom maps for Pistol Whip...
really challenging and fun game! i hope you continue working on it after the jam
I might. The code is not a total mess qnd there's a lot to add and improve. I need a break though. May come back to this when I need a break from other stuff, who knows?
A unique game play and a bit challenging for sure. It's a fun game nonetheless and gives a full game feel :)
So... this game is compelling to where I want to play it, but the starting sequence where you slowly move through the building or whatever, that amount of waiting before you can start again and the speed that you die trying to figure out what to do, it combines to just make you pissed off that you're waiting to try it again. It should drop you in and let you try immediately. It's a small detail that is a deal breaker. I'm not willing to wait that long to start even though I want to just start.
Thanks for checking it out!
I still have a lot of work ahead of me on the last day of the jam, among other typing up detailed instructions. I uploaded an unfinished version mostly to get some feedback from the Pistol Whip community, as they're already familiar with the game this is based on.
I won't be adding more enemies in this map, as it's a map from the original game and it's very iconic, including the perhaps slow start, but I'm hoping to manage to build one or two other maps by the end of the day that hopefully won't suffer from this particular issue.
As for the game being difficult, yeah, that stems from trying to be true to the original (dodging shots is waaay easier when you have 6 degrees of freedom of movement). I was planning recommending the "bulletproof" modifier for new players, but based on your comment I'm thinking it might actually be best to have it enabled by default. Getting hit carries a hefty score penalty, so it's not like invulnerability trivialises gameplay, it just makes it less frustrating.