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A jam submission

Forced DirectionsView game page

How many enemies can you kill if you have no control over where you shoot?
Submitted by Oskar van Velden — 4 hours, 40 minutes before the deadline
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Forced Directions's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#3033.7303.730
Overall#5373.6043.604
Presentation#10043.5683.568
Originality#18803.1533.153

Ranked from 111 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?
The player has no control over the direction where he will shoot and the frequency of the shooting. A lot other stuff are all randomized (like enemy speed / points you get for an enemy etc) - so it's also a bit out of my control. Also added a (last minute) idea where enemies have a chance of dropping powerups. And when the player picks that up, something is randomized (enemy speed, enemy points, player shooting rate etc). And it's all visible in the PAUSE screen (on purpose - so no debugging)

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

No

We used pre-existing audio

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Comments

Viewing comments 60 to 41 of 72 · Next page · Previous page · First page · Last page
Submitted(+1)

Quite addictive with how easy it is to restart :P The music and sfx worked really well together too. Sometimes it even seemed like the bullets were being shot in time with the music! Was that intentional? :o

Developer(+1)

Thanks for your feedback. I tried to make it as addictive as possible, especially with the easy restart. Even considered to restart automatically after a few restarts, with a small countdown... just to keep up the pace. Might do that in the future.

Yeah, I also noticed the shots sometimes perfectly synced with the beats of the music. It was a happy accident, but something I want to explore more in the future for sure. Loved how that made me feel.

Submitted(+1)

Got a highscore of 18384, ingenious way of interpreting the theme and n addictive concept that kept me playing for way too long given my not great score. Would have loved to see more enemies or environmental objects and I look forward to seeing whether you develop the game further.

Developer

Thanks for your enthusiastic feedback. I'm certainly planning to work on this game more. All the lovely comments make it even more thrilling 

(+1)

Awesome game!

Feels like your speed compared to your enemies' speed is just right for running away from them. I enjoyed it. Good job!

Developer

Thanks for your appreciation!

The fun fact is that the max speed of the enemies is a bit randomized, but the max turned out to be perfect compared with the player-speed ... just a happy accident ^^

Submitted(+1)

26k, 56 enemies, couldn't do any better :'( I love the flat design, the sound, the general gamefeel, it feels and plays really smooth. I had some frustrating moments where direction would stick to somewhere I didn't want it to for a looong time, and then to a better direction for like 5 seconds x)

Developer

That's a nice achievement!

Not sure what my highest kill-count or score is tbh. Never really wrote it down while developing. 

And yes, the totally random direction can be frustrating if the direction will stay the same for several 'rounds'. Wasn't sure if I wanted to enforce it being different on every 'round' - but decided to make it fully random, just to stay more into the 'out of control' theme. But should make it more forgiving or more clear what changed (or did not).

Glad you enjoyed my game!

(+1)

Really fun and great idea!

I think it would be cool to add at least a local Highscore-list. Due to the randomness the actual score is maybe not that well suited for this, but maybe you could compare the number of killed enemies or time survived?

Developer(+1)

Thanks for the kind words!

The actual score is indeed influenced by the random points of the enemies... but not sure if I will keep that in, in a next iteration. It was fun for the jam - but not really enough for the core gameplay.

And yes, I also would love to include a highscore-list ... at least local, but would be awesome to just have it globally ... who got the most enemies killed, stayed alive the longest (timewise) or who just made the most points.

So yeah, in a future iteration I will (hopefully) add this ^^

Submitted(+1)

This game is simpler yet brilliant. Had way too much fun playing it! It reminds me somehow of the Zombie mode in CallOfDuty. You just run in circles and once enough enemies are in one spot and the random shooting fits you take them down all at once.
I really hope you develop this little game a bit further after the jam rating phase. Would love to play it a bit more!

Developer

Glad you had fun playing my game. I can totally see what you refer to with COD Zombies - I had the same experience ... and yes, also here in my own game ... just running away until at some point the stars would align and the enemies would be all perfectly align with the shooting direction... and "splatter!"

And thanks for your encouragement. Based on all the comments I will feel the drive to continue working on this game after the jam has ended. Have enough ideas and lots of parts to improve on

Submitted(+1)

Woah this is super nice!! Amazing job, feels super polished and it's incredibly fun. It's really adictive, Great job!

Developer

Thanks for your enthusiasm! Glad you enjoyed my game. And yes, the addictive nature of my own game was a bit tricky sometimes while working on it ^^

Submitted(+1)

The level of polish is just great. And the concept is nice and well executed. Lots of fun to play :-)

Developer

Thank you for appreciating the polish ... I wanted the game to feel 'done' enough, couldn't live with something halfway-finished.

And yes, it's still a jam game - so there are still a lot of balancing issues or stuff that doesn't work well enough ^^

And glad to hear you had fun playing. That's the most important thing.

Submitted(+1)

Fits very well the JAM Theme and is really fun to play! Congrats for the good work!

Developer

Thanks for your kind words. Glad you think the game fits the theme - was a bit worried if it was enough 'out of control' ^^

Submitted(+1)

A fun game!

Developer

Thanks for your appreciation!

Submitted

love this game, cute and minimalistic, and music is soooo good <3

Developer(+1)

Thanks for your appreciation. The cute and minimalistic style was me ... but the music is made by my cousin. You can check out more of his work here: https://soundcloud.com/arqueue

Submitted(+1)

The best distilation of games where stuff changes. It's not taken to an extreme and its short and sweet. Great game design, best of luck!

Developer

That's very kind, thank you! I dabbled with the idea (hence the pickups and showing the stats in the pause-screen) to make a lot more of the game random ... even the colors behind the GMTK intro logo are randomized ... but figured the gameplay was key and shoulnd't be too much based on randomness. I did was a bit worried that it wouldn't be enough 'out of control' ... but yeah, couldn't push myself to make it all completely random. And judging by the comments that's a great thing ^^

Submitted(+1)

Simple, but really fun to play and fits the theme great! 

Developer

Thanks for your kind words. Appreciate it a lot!

Submitted(+1)

Hey, coll little game ! I think it could add a lot with different ennemies and weapons !

Developer

Thanks for your feedback. Based on all the enthusiastic replies I'm concidering continue working on the game, so probably will add more enemies and weapons for starters

Submitted(+1)

Nice game - really addictive, I spent far too much time "reviewing" it lol. Overall, the idea and mechanics are spot on. Great stuff!

I would suggest constraining the randomness a little (if this wasn't an "out of control" jam game lol)... in one game the spawn rate was really low, and waited like 30 seconds before the first enemy appeared :/

Developer

Hahaha - thanks for the time spend with my game ^^

The randomness at the start of the game are a little bit awkward indeed. The thing is that the player needs to move before the first enemy is spawn. And after that, that enemy needs to be killed before the rest of the enemies will start spawning. So if the player doesn't move, there won't be any enemy spawned ^^

I guess I could have made that a bit more clear ... or just spawn an enemy after a few seconds. Wanted to give the player a short period of time to get used to the controls, before I would overwhelm him/her with enemies ^^

Submitted(+1)

The game and the sound are great !

Developer

Thanks for your enthusiasm!

Submitted(+1)

Not a super original concept (I used it too on my game, although differently), but good execution. There is nothing really to improve it (other than scoping it up with more enemy and weapon, but you know, 48 hours lol). So overall a nice little html 5 game :)

Developer

Thanks for your appreciation. Check your game and liked it a lot as well.

Judging by the comments there are some small-ish improvements to be made and I'm starting to consider to continue working on the game after the jam ... things like better balance, more variation, more balanced difficulty with the enemies and such. So we'll see how it will end up.

Submitted(+1)

Although it seems like the main mechanics is not too original, the execution is very good. I wish the game was more forgiving (maybe the character could take a couple of hits before dying) but it's fun and engaging nonetheless. Piercing bullets kinda contradict the theme by allowing to sort of control the horde of enemies xD Just kidding, I love it.

Btw, seems like a lot of games have enemies spawning right besides the player, and it's really nice that you managed to make them spawn off-screen.

Keep it up!

Developer

Thanks for your kind words.

I agree that the game could've been a bit more forgiving. I've dabbled with the idea to add some kinds of health for the player, so it would survice a couple of hits at least. But had no time to add it during the jam. Was focussed more on other things - things people don't even notice now... so next time I need to prioritize better what to work on ^^

Piercing bullets was a change I made halfway during the jam, since having to kill every enemy separately made the game way more difficult and I liked the huge number of enemies on screen. And it is satisfying to line up the enemies and kill them in a row... it does have some "pop"

Funny thing is that the enemies do spawn randomly over the screen - but there is a 'protection circle' around the player so the enemies won't spawn very close to the player.

Submitted(+1)

Nice idea! I enjoyed this game a lot

Developer

Thanks for your kind words. It means a lot to me that you enjoyed this game

Submitted(+1)

WOW very very nice! Great execution and concept

Developer

Thanks for your enthusiasm. Appreciate it a lot. 

Viewing comments 60 to 41 of 72 · Next page · Previous page · First page · Last page