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A jam submission

This ends tonightView game page

Submitted by ayyyspoon — 4 hours, 18 minutes before the deadline
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This ends tonight's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#143.8183.818
Controls#193.5913.591
Overall#513.2733.273
Accessibility#512.7272.727
Audio#563.1823.182
Originality#743.1823.182
Theme#803.4093.409
Graphics#913.0003.000

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5

Game Description
With your quest for retribution secured, there'll be no getting off this roof alive, so take down as many with you as you can.

How does your game tie into the theme?
Dash in a line to attack enemies, keep your momentum up by chaining attacks and survive as long as possible.

Source(s)
N/A

Discord Username(s)
ayyyspoon

Participation Level (GWJ Only)
8

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Comments

Submitted (2 edits) (+1)

this game has such satisfying controls!! it's such a thrill every time you line enemies up and manage to go through several in just one left click, very juicy game despite the simplicity. definitely sorry you weren't able to finish it in time, but i'd love to see an expanded version of this game post-jam, it's still a lot of fun even in its current state. my only criticism, is that i think the multi-line attack is a bit underutilized as of now, but i can't deny it is a cool idea :3

oh, and since everyone else is posting their high scores, i think i got a score in the 80s once. very proud of that :)

Submitted(+1)

This was so fun! 90% of the time I'm really bad at it and get 1 or 2 kills before I die. Occasionally I do okay and I'm even able to use the RMB attack. My high score is only 14 (not as impressive as that 88!), but the attacks felt really satisfying.

I have some art suggestions for either your next project or if you update this one (I did not deduct rating points for these): the rain feels a bit jarring. Maybe it's an illusion, but it feels like it slows down when you move down vs standing still or move up. Also, since the rooftop is so big, adding some sort of texture (maybe dithering like you have on the bricks on the itch banner?) or landmarks (like storm drains) will help ground the player a bit when they're in the middle of the roof and they're just surrounded by concrete. And lastly, it would be great if the player was a different color from the enemies. Even if it's just that the enemies are being desautrated programatically by 10%. 

Anyway, I hope my suggestions don't come off as harsh. I know time contraints and all that jazz are real, especially when you're a team of one. I really enjoyed this game and I'm glad I had time to squeeze it in before voting ended. Great job!

Developer (1 edit) (+1)

All incredibly valid feedback! Everyone is always very kind and critical with their feedback in the GWJ and i love to see it, so don't worry! 
Absolutely right about the rooftop texture, it does bum me out that i just... left it. I had more planned, like not just using the prototype character art, actually balancing the game and doing a little narrative worldbuilding etc, but like you say, time gets in the way, especially around xmas period.

Thanks for trying it out and the thoughtful feedback, it's really appreciated.

Submitted(+1)

This would be really fun I think if there was a progression system sort of like vampire survivors or it’s many clones. That or making the player character a tiny bit more tanky. As it is right now, it’s still very fun if not a bit frustrating. I really like how big all the hitboxes are relative to the size of the player, made it never feel like I was being scammed. The music was pretty good too! Overall, good job! ^^

(also just a thought but a combo system would go really well with this I think, if you do a post jam update I’d love to see that :D)

Submitted(+1)

Nice work! It felt really good when things got rolling, though I never broke 20. I love that you get the enemy sights. My main issues were needing some texture on the rooftop so you know you’re moving and the initial hitches. If you have all your particles play on the title screen, they’ll compile so they won’t hitch later. Sometimes it takes extra shenanigans to get it work right.

I second having the music, which I really liked, continue after dying, which I did a lot. I 100% would love to see this with some upgrades, like brief post dash invincibility, leaving damage zones, decreasing the dash cooldown etc.

Developer

That grey blob of a rooftop is my biggest regret. 
So, i do have a particle cache script that should be firing them all off at launch, but it seems hit and miss. I know in Firefox it runs like crap, it ran better in edge and I did not test it in Chrome. Must work on it more for next time.

I'm glad people liked my amateur attempts at making music, i should have added a choice to loop. The only reason it is starting over is because there's 3 different sections to the song, and the initial menu one will loop until you hit start, then it will play the second and then continuously loop the third main section afterwards. I'll work on a toggle to just keep the main section playing.

Thanks for trying it out and the feedback, appreciate it!

Submitted (1 edit) (+1)

Nice idea and cool simple and complete mechanics with special attack. I wish it's a little less difficult, so it's easy to get 10+ kills (I think I managed to get 11 killsafter 10 tries or so) and get hooked more easily. Also it would be great to have secondary button for special attack, for example spacebar for those more keyboard fluent.


edit: Great cover! It made game stood out on the submissions list.

Submitted(+1)

Dashes felt really good and it was fun to hit large groups of enemies, great job!

Submitted(+1)

This feels so good to play !!!

Managed to get a streak of 88 after a few runs, i loved how responsive and satisfying the controls were ^^

The slash sound effect could use some more slashy-ness (if you get what i mean), but on the other hand i simply adore how pleasant the visuals look !

I need more of this !!! Great work <3

Submitted(+1)

Every aspect of this game is so simple yet effective. The mechanics, the art style, the music, and the sound are minimalist in the best way. They communicate exactly what they need to, nothing more, nothing less. 

The gameplay is honestly addicting and I found myself retrying several times. I think it might be nice if the music continued to play as you restart new runs rather than starting over, since some runs tend to be short and you don't get to hear most of the music track. Of course, I only broke 50 once, so could be a skill issue :p

Submitted(+1)

I love the art style and this game was super fun to play! I felt like with each run I improved and got a little better. I just wish I wasn't so squishy, I'm terrible at these types of games and being one-shot felt a bit unforgiving. But maybe that's just a skill issue on my part.

Overall, super fun and very cool game!

Submitted(+1)

A little more time freeze when selecting targets for the chain attack would help, I think. Otherwise, I have no notes. This is really fun!

Submitted(+1)

hell yeah! really loved playing the sequel to ronin's retribution. very tight controls, it felt awesome killing enemies!

Submitted(+1)

I really liked this, felt great to weave between the bullets and strike whenever there was an opening. Managed to get up to 47 kills in my best run, felt like I was getting into a really good flow state until I messed up one dodge. Great work!

Submitted(+2)

Top score was 17 enemies killed. I liked the pacing and movement, I felt strong and fast and deadly! But fragile, and delicate. They brought guns? How dare they! Try my slo-mo power attack, hi-yah!

Submitted(+1)

I liked how the attack felt to use! It was quite difficult but I still enjoyed it, great work :)!

Submitted(+1)

Very cool game concept! It feels very satisfying to play, and the special attack is just so cool. As cookie jar said, activating upon releasing right click would've been more intuitive. Also, a cool bug (feature ? probably feature), when you die while using the ability, you die in slow-mo. Great entry!

Submitted(+1)

Managed to kill 22. Very good core mechanics, gameplay feels very fluid, though might get too difficult too quickly.

Submitted(+2)

Was completely expecting a narrative filled game with all the serious in tone meta-exposition. Was pleasantly surprised to find a fluid hack n' slash. I suggest you make it so that the "power attack" is immediately released upon right click release though, instead of requiring both mouse buttons. I had only been clicking RMB, and I thought my attack wasn't registering or something. Other than that, well done with this.

Developer

Yeah that's a good point, i honestly don't know why i have it set up the way i do. Sometimes you just get stuck in your ways when developing, def should have done more playtesting!
Thanks for trying it out!

Submitted(+1)

This is a really good entry. The gameplay is fun and keeps you wanting to player more, even though the one-shot kills can be frustrating. My only complaint is the rain particle,  when you move down they appear to stop.

Developer

Thanks for trying it out!

Submitted(+1)

Wow I really enjoyed the game, getting in to a flow state was fun and challenging. I do wish enemies would spawn in quicker at the start so i could get into the action faster. Amazing job!!

Developer

I think i made the difficulty increase a bit too light! the spawn timer decreases in time at certain kill milestones, but it's probably not enough.
Thanks for trying it out!