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A jam submission

Sentry Gun ScrambleView game page

Kill your advesaries with a sentry gun. (GDKO Round 1 Submission)
Submitted by WallJumpGames — 6 minutes, 26 seconds before the deadline
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Sentry Gun Scramble's itch.io page

Results

CriteriaRankScore*Raw Score
How unique was the ability#503.3333.333
Overall Score#543.1253.125
Originality of the Character#732.5002.500

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Nice movement and mechanic.

Submitted

This is a fantastic idea! I think this game is going to go far and look forward to any changes you make to it

Submitted

Nice turret and very well implemented :)

Submitted

Very cool! The turret is pretty neat. 

Submitted

Great game. I played on stream if you want real-time feedback. I know there's limited art, but the time and attention you spent on the sentry gun is appreciated. That bad boy looks great and the different animations for it are really smooth and satisfying to watch. I left a lot of feedback in the stream, but my main critique would be to put in some sort of cooldown timer or have to use a resource to place the guns to prevent me from spamming them and be more intentional with my decisions. 

To be fair, this is just a concept entry and you've probably thought of a bunch of different things to implement and this was still a blast to play. So much fun, that I did another run through when I froze on the blue circle thinking the game froze between room transitions, because I was hoping to check out more levels. That's a great sign that you've made something fun and unique. Awesome work. Great entry.

(+1)

Great stuff. Team Fortress 2(D), with just an engineer. Brilliant idea, so far the implementation's good, lot to build on going forward. 

Developer

The idea actually came from Overwatch and Aegis Defenders, I’ve never played TF2, the tutorial crashed my computer the few times I tried it. 


I’m also excited to see how I decide to go with it, again I’ll (most likely) be drawing inspiration from Aegis Defenders. But looking at the direction to take it is one of my (way too many) tasks this week.

Submitted

This is nice. I like the turret and I like that you can replace the same one over again.

A minor improvement would be to add some coyote time so that some of the platform jumps.

Developer(+1)

oh frick. Something screwed up. There should be coyote time. I’ll provide a fix for that at some point tommorow.

Submitted(+1)

Very good, very good.

Submitted

This is quite an interesting idea. Creating turrets to shoot at enemies and letting them do the job? Seems like a solid character there. Although there were slight issues, it's decently well made. But also, yeah. From the comment below, wished there was game art and not just squares. 

Developer

Yeah. I wished I could've made art, but I'm not the speediest artist, so I decided to focus on mechanics over art. Unfortunately I undid most of the slower progress I made in the second week. There are always more rounds!

Submitted (1 edit)

The ability is fun and the movment is tight!
I wish there was more of a point to place the turret, bc rn you just place it close to an enemy every time.
I would love there to be enemy waves and the player being able to place multiple turrets. (I'm thinking something along the lines of "Orcs must die" but 2d)

Developer

That's the main thing I want to improve in future rounds. Right now it is just place, wait, move, repeat. I'd like to make placing your turret more intentional and useful.  


I did have that idea as well,  but I didn't really have time to implement it this round though. It was little different to it though. Throughout the level you would collect resources and fight a few enemies (like what I had here), and then each level would end with a 'horde attack', where many more enemies would come and you would have to tactically place turrets and traps across 3-5ish waves.

Submitted (2 edits)

ok.... i ran into tons of issues but was able to fix here is what i was starring at when i first ran your game on my laptop



i couldn't see anything... just a red square... no instructions I couln't move, just a red square moving on his own... i hopped on my desktop.. same issue...then i had a weird idea... and decided to zoom out..




and boom! i could see the character! and i could finally play! ok onto the review!


so this was a very cool mechanic!! omg so much potential here! i loved your mechanic, definitely a great Ability, curious as to what you will do with this in future rounds

Developer(+1)

This should no longer be an issue. Just updated the game build and halved the port size. And it no longer starts in fullscreen. An I should have a windows build up today, fingers crossed.

Submitted

sweet! Glad I could be of any help

Submitted

Really neat, movement was very fluid.  I thought you had to carry the turret for a while so I did half the level trying to time jumps and turret 'pickups' to carry it across gaps since you can't jump while holding Mouse1... then I realized you just spawn it by clicking haha.

Developer

Lol. Not sure how exactly you came to that conclusion, could you elaborate?

Submitted

I think it just so happened that I only ever clicked when I was close enough for it to spawn at a point where it looked like it was carrying it.  If you click and hold the mouse you can move with it transparent so it was almost like I was moving it around haha

Submitted(+1)

Movement felt really good and the ability was cool. Everything felt polished, I just wished there was more of a 'character'.

Submitted

I felt the same way. It feels good to control, and the turret worked perfectly, but I missed the character art so much

Developer

Tbh, it felt missed to me as well, but I decided to work more on the mechanics than the art. And then I didn't use most of the stuff I worked on in the second week anyway. If I get through to Round 2, I'll definetly try to add more art.