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A jam submission

Firearm Shuffle (Mix and Game Jam)View game page

Top Down Shooter with Card Mechanics, Jam submission for the Mix and Game Jam 2020
Submitted by Seth Tal — 9 hours, 26 minutes before the deadline
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Firearm Shuffle (Mix and Game Jam)'s itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#723.7353.735
Art#803.9183.918
Sound#1763.1023.102
Creativity#2243.5313.531

Ranked from 49 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Were the art assets made during the 48 hours?

Most of it

Was all the music/sound created during the 48 hours?

No

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Comments

Viewing comments 30 to 11 of 30 · Next page · Last page
(+1)

More interactions with the cards and this would be a well made little roguelike with an interesting spin. Loved it, especially figuring out the gun pushback and sliding through two groups of enemies closing in thanks to utilizing it. Well done!

Submitted(+1)

The game is well polished ! One thing though is that I feel like the cards mechanic is more similar to temporary weapons like Breath of the Wild rather than an actual card system °°
It kinda reminds me of Realm of the Mad God if you've heard of it !

Submitted(+1)

Excellent game.  Each art material can also be unified

Submitted(+1)

I liked the fast pace of this game! The art and sound design was really impressive as well. Well done :)

Developer(+1)

Thank you for taking the time to comment and play my game. Im glad you enjoyed it! I also enjoyed your entry immensely, fantastic work!

Submitted(+1)

Right now I don’t feel any incentive to switch weapons, mostly because most enemies behave the same and I just amass a blob of them over time. But I see some great potential in this idea, would love to see you explore it further!

Developer(+1)

Hi! Thank you for playing, and I appreciate your feedback! I agree that due to the way weapons are balanced, and the strong similarities between many of the enemies, that actively swapping between weapons is not a necessary choice the player should consider when playing. I think to counteract this in the future I would like to focus more on balancing the strengths and weaknesses of different tools the player has available such that the player will consider which tools to use at any given time. Thanks again for taking the time to express your thoughts. I very much enjoyed your jam submission as well. I think you and your team did a wonderful job!

Submitted(+1)

Thank you very much!

Submitted(+1)

Really neat game and very addictive to play. Kinda reminds me of Realm of the Mad God with its gameplay

Developer(+1)

Thank you! I really enjoyed Realm of the mad God for a time. I can definitely see where you would pick up on this inspiration. Thanks for playing!

Submitted(+1)

Love the clean movement and visuals. Wish we could have implemented your camera script for our game haha. Good job!

Developer (1 edit) (+1)

Well if need be in the future I have provided a link to my github repo to all of my scripts used in the project. You can find this link on the game’s itch page. You can find the camera script in the “Player” folder in the repo. Thank you for playing!

Submitted(+1)

First thing that stood out was the clean pixel art. Really loved how the character moves and the effect of recoil that made gameplay feel really smooth. 

Just a personal question, were the cards supposed to look like dogtags?

Developer

Hi, Thank you for your feedback! I really like the idea here, but no my intention was for these weapon pickups to look like cards, but I guess they do actually look like grave stones or as you suggested: dog tags. I’m still learning how to add clever and understandable detail to small scale pixel art. Thanks for playing!

Submitted(+1)

Hi there! I really enjoyed Firearm Shuffle, have been playing for the last half hour!
It feels active, always looking for better weapons, which made it more enjoyable to me than other twin stick shooters where you can just circle around to win.
My feedback would be :
- Is there a way to indicate to the player which guns are on the floor? I can now tell the difference more easily, but at the start had to really look.
- What would it do to the experience to have the enemy count fluxuate more wildly, either as waves or based on player input. So there would be some time to collect weps freely in downtime and maybe even decide to discard cards in favour of others
- It reminded me of 'I made a game with zombies in it' from the old Xbox arcade days. Might be interesting to watch a playthrough to see how other devs make wep pickups and hp loss obvious to the player
Hope you have time to rate and give feedback for Maizegunner, thanks!

Developer

Thank you very much for playing and leaving your honest feedback.

It was an intentional design decision on my part to make gun pickups random. It will always be a random weapon. This was because I did not have time to draw smaller “card” sprites for each individual gun. I agree it would be better to change this such that you can see what you’re getting before picking it up.

I think changing how enemy spawning works to something similar to what you suggested would essentially fix most of the pacing issues my game currently faces ( i.e. there is literally no pacing :P ). It was my original intention to include waves and improve spawn times before submission but alas I never ended up doing this.

Player feedback on taking damage was basically just an oversight on my part. I didn’t consider it once during development and that was a pretty major mistake. This I will definitely be improving on in the future.

Thanks again for your feedback!

Submitted(+1)

I really like the gameplay! Also next time try to enhance the schooting visuals. It's still great tho!

Developer

Yeah thats a great point. At times it can be hard to see projectiles with so much happening on screen. Thank you for playing and thank you for the feedback!

Submitted(+1)

Is there a way you could review my game?  Im trying to get some feedback since its my first jam

Developer

I did leave a comment but its not entirely feedback based, more reaction-based on my first impressions of my playthrough. I’ve decided to directly reply to you here and leave some constructive feedback.

Pros:

  • Simple but effective level design with fair challenge almost all the way through
  • Simple but well fleshed out main mechanic (teleporting) that is intuitive and easy to use
  • Polished look and feel, although lacking slightly in the animation department
  • Wonderful sounds and music that adds to the overall vibe of the game (very subjective take but I’m not really great at giving good opinions on audio design)

Cons:

  • Spikes can be very unforgiving, I recommend changing the hitboxes to only kill the player if they land on top of the spike
  • alternatively I think you should zoom the camera out more and design with a larger scale in mind as your level design at times felt claustrophobic. This amplifies my issues with the spikes being a slightly unfair challenge (sometimes)
  • On a personal level I’m am not really a fan of how the main mechanic controls, I think this is because I have to maneuver the main character in order to position his teleport location. I’d rather aim at a location with the mouse, but this is probably very controversial to your overall game design as its clear the levels were designed with player movement in mind, but that’s my personal opinion on the matter.
  • Although squash and stretch animations are effective and easy to implement it would have gone a long way to add some motion to some of the environment sprites at least. Even better, animating the character sprites slightly would definitely improve the lack of motion in any given scene to make it more visually interesting.

My last criticism I feel may be a little unfair so I want to clarify that I think the game looks and feels absolutely wonderfully for a jam game, almost indie quality. I just wanted to suggest some improvements.

Submitted(+1)

Omg :00
Thats a nice review I will definetly use for my 1.1 build of the game! I appreciate your efforts.

Submitted(+1)

Pros:

Well-polished (especially given the time constraints). Art looks good, music and sfx are welcome additions.

Ingenious system of collecting new weapons. Running back to an enemy's grave to pick up a new gun is dangerous because they are usually surrounded by other enemies. The risk/reward component makes getting a good weapon very rewarding.

The weapon card animations are very nice. And the tradeoff between spam-firing the pistol, so you can use the new weapon versus making every shot count adds diverging playstyles.

Cons:

The knockback on the pistol is a bit strong. I could see this kind of knockback on a much more powerful weapon, but it can get old quickly on the default weapon.

The weapons are fun to use, but I didn't get as much time to use them as I would have liked. A bit more ammo with each would have been nice (particularly the SMG - felt like I only got 1 or 2 seconds of continuous fire out of it, which is a shame, because it is IMMENSELY satisfying to unload it into a horde of enemies).

Hard to tell when I was hit. Could use some audio feedback, some sprite flash, and screen shake when hit. Would greatly improve game feel.

UI for gun cards is a bit small. I'm getting nitpicky

Cool Ideas:

Most arcade shooter ideas would work well here, such as powerups and bosses. New enemy types would go a long way as well. Maybe certain enemies could take away guns from the field or even revive fallen enemies. Others could sacrifice themselves and try to block bullets from special weapons.

Clear indicators for which weapon you get from each grave. This may have been in there already, but I couldn't tell amidst the chaos.

All said, excellent submission. I had fun playing it for the short time I had. That's what counts!

Developer (1 edit)

Oh my gosh, you have no idea how awesome it is that you took the time to form such a lengthy and well thought out breakdown of your thoughts on my game. This actually means so much to me. This is highly motivating, thank you so much!

Submitted(+1)

The gameplay kinda reminded me of some old flash games XD. It was really fun to be able to shoot to move as well. Blasting away from enemies using the weapons never got old. The art was cool as well. Simple but really effective. Loved the enemy designs as well.

I felt that the cards kinda got in the way of the action on screen though. Maybe make them a little transparent if they aren't selected. Great game none the less though man :)

Developer(+1)

Your feedback is greatly appreciated, thanks for taking the time to play my game. It means a lot!

Submitted(+1)

Awesome! I normally try and give some suggestion on how to improve the game but I honestly can't think of anything! good job!

Developer

Haha thank you! I appreciate you taking the time to play my game. I think there are many things I can improve upon here, but I’m glad the quality was high enough for you to enjoy it to this extent.

Submitted(+1)

One of my favs so far! Thanks, it's very neat.

Developer

Wow that means a lot, thank you! This is one of the first jam games I’ve been proud of.

Submitted(+2)

This was fun. The fast pace makes it hard to take a good look at the cards, often I was so focused on running that I simply used whatever gun was in the first slot. Also, props to the amount of guns and enemies made within 48h!

Guns impacting the movement is pretty interesting! It was extremely satisfying to almost get caught by a bunch of enemies just to have my current weapon run out, switch to the rocket and blast away to safety.  

Developer

I think if I were to improve the card design I would try and make the ammo a dynamic component of the card itself rather than just some text. I think maybe a side bar attached to the card with slotted in ammunition that empties over time as you shoot. Idk something more dynamic and Diegetic. Anyways though, thanks for playing, glad you enjoyed it!

Submitted(+1)

That’s really cool game. I like it but it was quite challenging for me. Anyway good work everything was done properly. I like art, gameplay and other things.

Good job!

Please check my game as well ;)

Developer

Thank you for playing! I definitly agree the challange was a bit much. I can already think of a few ways I plan on improving this, but at its core I did not balance my game well and regret not putting enough time into tweaking some enemy / weapon stats. Thanks for playing!

Submitted(+1)

Really entertaining game! I like the music, it's subtle but fitting for the game. The art reminds me of stardew valley and the monsters in the cave - i love that! I couldn't stop playing it :) good job!

Developer(+1)

Thank you! You may have seen already, but if not I played your entry and its one of, if not then my absolute favorite games this jam. Means a lot you took the time to play mine :)

Submitted(+1)

Yes I saw it! I'm so happy, that you like it :)

Submitted(+1)

Pretty fun and very visually appealing.

Developer(+1)

Thank you for playing my game! I really enjoyed your entry as well!

Submitted(+2)

This is really fun, is surprising how many weapons and enemies you were able to create in such a short amount of time. It shows great potential overall, cheers!

Developer(+1)

Thank you! I was able to dedicate very little time to enemy variety and design due to the way I implemented them. I use unity’s Scriptable Objects to create variations in data, and the art style I chose made it really easy to quickly draw new designs. I appreciate you taking the time to play!

Submitted(+1)

Great amount of content for 48 hours


Would have loved to seen some tougher enemies like bosses!

Developer

Thank you for taking the time to play! I also would have liked to design more mechanical variety for my enemies, but the rather overly simple “card” system I designed actually took much longer than anticipated to implement. I think for a more cohesive and fulfilling experience bosses do add a lot in that regard. Next time I will try and do just that, design some larger than life bosses.

Viewing comments 30 to 11 of 30 · Next page · Last page