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A jam submission

Windgun ValleyView game page

Wield Bongus the Windgun in a wacky tournament for Glory (and Riches)!
Submitted by Star Banner Games (@starbannergames), painterpony — 7 minutes, 24 seconds before the deadline
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Windgun Valley's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation (rate its art, animations, sfx, music, and aesthetic appeal)#653.0003.000
Theme (how well does the game fit the challenge theme?)#682.8782.878
Overall#712.7412.741
Creativity (how unique or innovative was this experience?)#812.6102.610
Gameplay (how good was the user experience, game design, narrative, etc?)#832.5122.512
Implementation (rate the game's overall stability and functionality)#1032.7072.707

Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

List the Itch usernames of all official team members.
@starbannergames @painterpony

Team Name
Star Banner Games

How does your game fit the theme?
The Gun sucks in Air to shoot. It takes a deep breath

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Comments

(+1)

love the art style and shaders :') i wanna learn shaders like this so bad. Go Bongus go :O

Developer

Thank you!! The toon shader i used is W.I.P. but i wanna put it on the Asset Store when its done :)

If you use unity i wouldnt mind sending you what i have either in case you wanna dissect the shadergraph or just use it

Submitted(+1)

love the concept

Submitted(+1)

I love everything about this game, the concept, the simple graphics, the music and the sound effects. It's just pure fun! Sadly I couldn't complete it because I died while reloading, and I wasn't able to shoot again :(

Nevertheless, awesome game :)

Developer(+1)

Thank you so much! if you just exit to menu the reload bug should be fixed :)

(+1)

This is so much fun! The windmill checkpoints complement the theme well and the fact that they continue spinning after you activate them is a nice touch.

I am surprised to see comments stating there should have been more interaction and/or functionality with the gun. I think the gun has a lot of personality and utility packed in for a game jam game. While holding shift to "reload" isn't traditional, it makes sense and you telegraph the reload well by showing the gun filling up with air. It felt natural and intuitive.

Sadly, I encountered a bug later in the level (the part with the large cylinder in the middle with two AI opponents). My gun got stuck in a permanent reload state and wouldn't reset even after I respawned at the checkpoint.

Overall, I really enjoyed this one. I love shooters and appreciate how this one felt more like a fun, paintball/nerf-style tournament game. Congrats, team! You did a wonderful job.

Developer(+1)

Thanks a lot! Yeah we wanted the focus to be on the guns personality. Originally there was way more dialog planned with your gun, your rivals as well as their guns too.

The main reason reload was on shift was that we had other "nozzles" planned such as a sniper, where you would need right-click to aim. I had everything in the engine already, but level-design was so last-minute that I couldn't place them in a way that made sense.

If it ruined your chance to finish it, the reload bug is fixed by going all the way back to the main menu and loading again.

Submitted

Nice! Lol at the dancign red team :D . The visuals, audio and level design is really solid. Well done!

Submitted

Wow, submitted 7minutes before deadline

Submitted(+2)

The windmills really sold me on this one

The game is really well built but I feel like you could of done more with the main mechanic of the gun being able to breath. Feels like a missed opportunity for some cool design decisions. Instead it's just a weird way to reload.

Submitted

I liked the gun design, it reminded me bit of the goofy guns in the "High on Life" Rick and Morty game.

However, I wish there would have been more interactions with the gun, other than the air sucking reload mechanism, to make use of its weird and goofy nature.

For some reason, my mouse sensitivity was extremely high in the web build. Even after turning my mouse DPI to its lowest setting, I found it quite hard to aim precisely due to this issue. Might have something to do with the high resolution of my 4K monitor.

Also, sometimes the enemies got stuck on the walls on their way down, which was a bit confusing.

Even though I get the cel shaded look, I wish there was a bit more detail to the levels, and/or something to convey the direction the player needs to go, as the entryways and exits had the same look – sometimes I felt as I was lost, as everywhere I looked, everything had the same kind of look.

Not bad, but I wish there was a bit more to it.