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(2 edits) (+1)

Really fun game! Simple but incredibly polished, love it. Feels incredibly similiar to a Vlambeer game, the only feedback I have towards Juiceness is to implement some sort of pitch variation to the gun sounds as they can get very repetitive with time.

Now, seeing that this game really has potential beyond the jam, I'll be noting some game design feedback that you shouldn't consider for the jam version, but maybe for a future update or some spin-off game:

For design choices, I think that continously clicking the mouse button to shoot can be annoying with time, especially as there is no reason to not implement auto-fire in this case. 

Also, it would be interesting to see some sort of reload and perhaps another way to get around the level and breaking boxes other than shooting (maybe headbutting?), it gives this feeling of tension and strategies have to be more strategical rather than just shooting everything recklessly.

And what about other weapons? Automatic, semi-automatic, or damn, even grappling hooks? There are hundreds of possibilities, really!

And finally, this type of game fits perfectly with a procedural level generation. Having every run to actually be different makes the player feel a different experience everytime, I can see it applied to this game. 

Wonderful job, I suggest you think about this jam game and perhaps make it into a real commercial game! GL!

(+1)

Hi :) thanks for the feedback and the nice comment overall!
About some of your suggestions:

"continously clicking the mouse button to shoot can be annoying" -> true, however I do not believe that auto fire would be the best solution. The game has only two inputs, aiming and shooting, so if auto fire is implemented, there will only be one input left, aiming, which could make the game a bit boring to play. So what I could do is implement different weapons, as you also suggested, which would make the game less boring and the shooting pace less repetitive, with possibly lasers that do not require any input, or semi automatic that have some auto fire, maybe.

"perhaps another way to get around the level and breaking boxes other than shooting (maybe headbutting?)" -> this one was suggested by one of my colleagues who tested the game before the jam deadline. I didn't do it for the jam because I wanted the crates to be an obstacle challenging the player shooting direction, since he has to face the crates to shoot them, pushing him the other way where he does not want to go, so he would need to stuck himself in some corner or something, while adding the ability of destroying crates would have make it easier in my opinion. This is still a great idea, especially for an infinite mode, else as a powerup, or just for juiciness purpose and speedrunning :)

"this type of game fits perfectly with a procedural level generation" -> could work, but it definitely depends on many other design choices (typically, different weapons, breaking the crates by colliding, etc.). I thought of implementing random generation for the jam and make it an infinite runner, but I prefered creating a rather small adventure the player could play in a few minutes, which I felt more confident with. That's also why I added coins to collect, to add some replay values in case some people would like the game enough to want to replay it, though it is not procedurally generated! Also added the timer display for an upcoming version of the game with some improvements and bug fixing, which could also give another reason the play again (timer was already displayed at the end, but seeing it during a run adds something I believe)

Otherwise, thanks a lot for taking the time to give your feedback ! I don't think I'll work on a game after posting a slightly improved version, to be honest I'm proud of the game as a jam entry, but I don't feel like taking it further. But if I do, I'll make sure to consider your suggestions !