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A jam submission

Keter UnfetteredView game page

Escape Government Containment in this Bullet Hell Game Jam Project!
Submitted by Craithtv, AquosC5, Jovani FS | Audio Guy (@jovanifs), WHTTea — 1 hour, 35 minutes before the deadline
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Keter Unfettered's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#783.3333.333
Fun#1043.3333.333
Creativity#1063.3333.333
Theme#1113.1113.111
Overall#1173.2223.222
Approachability#1193.3333.333
Visuals#1522.8892.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Wow, the music in this blows me away, its amazing
The huge level designs were nice to explore, but I kept hoping to see more enemy variety
and it's a bit confusing that full hearts recover only half a heart :(
the dash was fun to use, and I only wish there was a power-up to feel more badass

Developer

Hey, thank you so much for playing! Enemy variety was definitely something I wish we had set aside more time for. It was on the menu, we just didn't get to it, sadly. As for the power up, did you activate Rage Mode? Or did you just wish Rage was something more powerful?

We really do appreciate the feedback!

Submitted(+1)

Ah,  I'm sorry, somehow I completely missed rage mode... lol, I played it again, and yes, like that, but I thought it was way too op
I liked the speed boost, just maybe not so fast :P

Developer

Fully agreed, haha. Thanks again!

Submitted(+2)

Nice little game, the music is a BANGER

I love the SCP part behind it, nice idea, and nice way to implement the theme, tho it could have been tied to the gameplay more. 

I have some issues concerning the audio mix tho, but nothing too bad.

First of all the overall volume is way too loud, it scared the hell out of me when I launched the game haha. But it was nice to have the option to lower it in the main menu :)

And the other issue is that when several enemies of the same type shoot together, they shoot in the same rythm, and they all have the exact same shooting sound that plays at the same time, so it's very loud. You can fix this by making them shoot out of sync, and creating different variations of the bullet sound (with different pitch for example) and randomize the one that is played each time an enemy shoots.

But, overall, it's pretty nice, keep it up! ;)

Developer

First, thank you so much for the feedback!

I'll be honest, neither I or the other programmer had ever worked with sound before. It was definitely the last thing we incorporated, which is a shame because our composer had some amazing stuff to work with. 

If I were to go back and touch the project up, sound would be my number one and variation of enemies number two. We talked about putting other SCP creatures in, but ultimately the time didn't allow our already overworked artist, haha. 

I really appreciate you taking the time to play and comment! Thanks again!

Submitted(+1)

I totally understand that. Sound design is hard, and sound designers are rare, so it's not easy to get one in your team. Maybe a post jam version could be cool, implementing SCP creatures as allies or enemies could definitely be fun! I'd totally play it again :D

Developer

We've actually talked about a post Jam version! It's definitely not out of the question. 

Submitted(+2)

Great game! Easy to play and fun.

Developer

Thank you! I'm glad you enjoyed it!

Submitted(+2)

Great song! I wonder if this is the work of a Samurai...

Developer(+1)

Hahaha Maybe! Thx

Submitted(+3)

Nice submission everyone! The highlight was definitely the rage mechanic for me, I think the aiming changing into a hitscan really gave it a lot of juice, along with the movement speed. I sort of wish the melee part had something more impactful going on, as getting close got me killed really quick, and also I didn't feel like taking any risks as there were no checkpoints. I liked the dodge feel too, as well as the music. Congrats on your submission!! this is a solid project right here

Developer

Thank you so much for playing! We really appreciate it!

If we were to go back and touch the project up, I'd definitely add intermittent checkpoints and rehab the melee. As it stands, melee does more damage but we ran out of time to implement feedback for it. I'd probably add bullet destruction to well timed melees to further home in that the best defense is a good offense.