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Shooting Pals's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #5 | 3.600 | 3.600 |
| Fun & Game Design | #12 | 3.533 | 3.533 |
| Visual Style | #20 | 3.783 | 3.783 |
| Originality & Innovation | #30 | 3.150 | 3.150 |
| Theme | #41 | 3.217 | 3.217 |
Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You shoot pals with different abilities to progress the game
Did your team create the vast majority of the art during the 4 days?
Yes
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Comments
i really like the look of the mouse sprite in this one, strikes a nomadic vibe with the hair down and simple cloak. i was quite charmed by the very toy phone sound effect of the health stand, cute friendly vibes. keyboard prompts on the screen were cute and helpful in understanding how to play, though WASD to move with the Z key to shoot is kinda awkward for my hands. i also didn't understand the Q W prompts at where we get the tnt guy, didn't seem to do anything but i progressed anyways just shooting the stuff. the death hitbox for falling was hard to register when it seemed to happen so quickly, like i didn't realize i'd lost a life there cuz it just looked like i bugged back up for some time, so maybe letting the character fall further and more feedback on losing health would be good. speaking of, i later realized that Q and W were for switching between pals, maybe a sound or more movement with ironmouse or their icons at the top would help. i was kinda bad at using the grappling hook but managed to spam my way with it. sometimes i think the character bugged after falling and would spawn back over the ditch. switching between tools and using them both feel a bit awkward while moving, double so trying to do them at the same time, so i feel like some technique is kinda lost there but i did end up spamming my way through the boss fight, though i think the boss music may have bugged with the way i did it. scrolling credits were nice, and some humour in the lack of a proper reset and quit button were nice, it's nice that they aren't empty misleading assets.
Love the aesthetics of the game super cute! Also big big fan of how the character's hair trails along with the players movement really make the movement seem much more fluid!
Did find that the shooting speed is only limited while you're shooting on the ground making you able to fly like superman! and become an invincible laser of destruction!
Also big fan of the collectible buddies system, very cute wouldve loved to see more of that!
Very fun platformer. I really liked the second boss!
The sprite work is incredible.
I like the theme implementation being, augmenting your abilities.
Secrets are always fun, and i wish there were more!
It was to short!
The first boss didn't feel very engaging, just running away and spamming attack, as opposed to the second boss, where you actually had to think about where you have to run to.
Fun!
The bug was hilarious which Taku found, I had fun exploiting and completing the game lol.
From the moment I opened the project page, I was captivated by the stunning art style.
Incredible work for a 12-hour jam entry! This is easily one of the standout games of the jam.
Love the aethestic. You matched the BG visuals and BGM very well. Was fun to play, so much so I was hoping for a few more secret walls to blow up! And it was too short!
I think you are using Godot? I'm also a Godot dev; you've got a lot of nice effects in the game like the way Mouse's hair moves. If you have any tips for those kinds of fx that make the game feel alive I would love to hear it! <3
Thanks!
You should look into procedural animations for things like hair. I use the points of a Line2D to imitate hair physics (I use a curve in the thickness of the line2D to have a hairlike style). In case you’re wondering about the droplet effect on the ground with the rain, that’s manual. I created an AnimatedSprite2D and randomize the start frame and the animation speed each time the node enters the screen. There were 107 droplets placed by hand, so it’s better to have a deactivation node when they’re off-screen, otherwise you can get lag spikes each time the level loads (the rain in the background it’s a cpu particles with a rectangle texture).
If you want squishy animations, I recommend playing with the sprite’s scale values. For a more natural effect, you can try cubic animation instead of continuous animation.
As for the sprite explosion of the pal bullets or the bosses, that’s a shader. Unfortunately, some shaders cause some lag spikes on web builds (I had no time to optimize it).
For other VFX, I use CPUParticles since they’re less expensive on web.
Additional note: You may know this but there are tweens in godot “create_tween()” they are good, the difference is while in animationplayer you need to put the start and the end, in tweens you only need to put the end value, so the animation go to that value, and that's with code, so you can make animation that interact differently depending the scene, like the grappling hook, I use a tween (it’s not good practice in this case) that move the player to the last position of the grappling hook pal with a tween, but I needed the time to be directly affected by the distance of the player to the grappling hook, so the duration of the animation is [“the distance between player and the grappling hook”/600] seconds.
Thanks so much for the in-depth reply! Really appreciate it. Hopefully I can apply some of this to my future projects