Very clever! Reminiscent conceptually of Superhot but very much its own thing. Not sure I've seen this done before, at least this exact way. High score!
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RUN or GUN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #798 | 3.804 | 3.804 |
Design | #975 | 3.098 | 3.098 |
Overall | #1023 | 3.346 | 3.346 |
Originality | #1222 | 3.137 | 3.137 |
Ranked from 51 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I had a lot of fun playing this. Those zombies were a bit terrifying but mashing the fire button made me feel better. Cool idea!
If you have time please play and rate my game:
somewhat hard to react sometimes, but still pretty enjoyable. good work!
That's a nice implementation of "only one control" idea, I enjoyed it! The tutorial is beautifully embedded into the game (I wish I had more time to make tutorial in my game xD). The soundscape is creepy, and it feels as good as zombie shooter should feel :) Great job!
Cool little game! The floatyness is interesting. More zombies that die easier would probably make it feel better. They take a few too many shoots right now for my taste.
I like the passive background sounds, they really make the atmosphere! The zombie roars and the gun sound are a bit loud and in need of variation (shooting 5 times in a row sounds very... repeaty), but hey, jam limits are jam limits :) The idea is very neat, reminded me a bit of Diablo and its imitators.
Love seeing these 1 button games, it's crazy how many different kinds of games people can make with it!
Smart idea! I like your implementation of the "only one button"-controls: felt very intuitive. I also really enjoyed the atmosphere, the time you put into understanding the lighting in Godot was well worth it. ;) I am not entirely sure, so I'll ask you: Is there any reload time? I felt like there's is a small pause after a while, if you spam-shoot too hard. Either way, I think that could be a good tool to increase the tension: when you're not able to shoot a zombie before it reaches you (even if it's a full screen length away!), that guarantees that you've to move back, further emphasizing your main mechanic. You could even go a step further and couple the reloading to movement: so you shoot all your rounds into that nasty zombie guarding the key (really funny btw! :D) and than have to backtrack a while in order to generate the final bullets required to put it into eternal rest.
My godot game: https://njamster.itch.io/wonkey (playable in browser, not mobile friendly)
Thank you for playing! :)
There's no reload, it works a bit different. Since I have only one button, I'm using timers for the different actions. If the LMB is pressed for less than 0.2 seconds, than it shoots, otherwise it moves the player. So, what you might experiencing is probably your fingers are getting tired, and one click takes more than 0.2 seconds, therefore the character starts to move instead of shooting.
The other things you mentioned are planned to be implemented in the future release. Once the jam is over, I'll start working on it.
I'll try your game for sure, Godot rulez! :D
Decent game. This is the first one I've rated, so I don't have a perfect reference point though...
I found that the acceleration-based movement meant that I could be moving in one direction and shooting in another, which kind of bypasses the main choice of the game.
I would recommend adding in a zombie monster that accelerates slowly like the player does, because that encourages strafing over constantly backpedaling/shooting, and it would give a more unique feel to the combat.
Cool game, I can't believe Mark Brown played your game! That must've been exciting to see on stream :)
I really liked the game! It reminded me of one I made for TriJam some time ago called "Rock Knight". The blood splats when zombies got shot are satisfying. While the only control was LMB, it didn't feel weird that it did multiple things - great job! There are some minor things to improve: player movement felt floaty... like it was ice-scating and I could shoot some enemies before they've seen me.
I had fun finishing your game! :)
Really liked the atmosphere and the floating texts. The floaty movement was less fun, I feel like movement without acceleration might be a lot more responsive.
It's a good prototype. Could be very good mobile game if you want to expand it.
This feels like it should be on a phone. I'm not sure how you would dish out the mandatory 3 stars thing that every phone game has to have though.
I don't have much else to add beyond what the other comments said. However, I didn't find it harder at all than it would've been without the theme. I've played enough stealth games to just switch gears. If you want to continue working on this game, that might be something to consider either emphasizing or moving away from. If you want to move in the direction of careful and stealthy, limited ammo would be a good first step.
Thank you for your feedback! :)
Well, it might be a run against the clock, or accuracy with gun, or I don't know. I do planned a phone version, when I made it, but I didn't really thought about the 3 star ranking system, so I might just leave it out at all... :P
Yes, it's not that hard in this stage, and it lacks many things that would make it more interesting. I want it to be a stealthy horror kinda game, I have a lot of ideas where to move the development from here, I just want wait until the jam ends.
First of all, love the humor in the game.
Second of all, it's a great concept. Really encourages the player to be careful about where they go.
Also......yeah, there was one bug.You could shoot at enemies from a sort of far distance and they'd do nothing really. But anyway you mentioned in the beginning about the bugs so XD XD....
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