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(1 edit)

A lucky run got me to 250m. Wasn't sure how fast is enough to break walls, but the shoot-to-move mechanic is well-implemented.

Fits more to the "dual purpose" theme from the first jam than the one this year. The level has randomness but i don't see any interesting ways to interact with the randomness other than "being in it". The dice being the player makes me think a bit about the geometry a bit, but most of what it did was to tell me how many bullets (or jumps) are left.

Reading the comments, I originally thought I could shoot the platforms with my gun (but risk going backward instead of forward), so i was surprised to see that it is not the case. The gun is full-on a jetpack.

Theme aside, i think the gun can do a bit more roles, say, it may help collect ammo by shooting crates or something. 

Oh also, I observed that whenever i am out of ammo, i would secretly wish my character would slide just a bit further, so tuning the friction to very very low (proly 0 isn't that bad) would be an interesting addition to the game experience. It would also help with planning my next shot by giving a predictable slide path.

Oh yes, i see that shooting the gun applies an impulse to the player. This is very accurate in the physics simulation, however, i think directly setting the velocity would make it a much more gamey experience, since as a player, whenever I click the button, i expect it to go where i point at, but sometimes my character would boost so little, that i cannot save it from a fall. I can also imagine my suggestion to not work, since it may make the game become far too predictable and the player can just "air-dash" everywhere until they get the next bullet stack. Do take this paragraph with a pinch of salt.

Edit: Tried a few more rounds to try to get past 5 walls broken. 

The power up is quite interesting, making the gameplay more complex than how it looks.

but the way to get there still involves many resets, which is a not-fun way to deal with randomness.

I take back the comment about the dash's physics property.
You do want the player to look after their momentum, and adding to the momentum to break through the random walls is THE gameplay. With that said i still think it is too difficult to master the control of the character.

It almost gave me a Nanaca-Crash vibe, now that i play it more times over. I think it is quite enjoyable.

Highest Score: 269m with 10 walls broken (5 during the power up